xref: /aosp_15_r20/frameworks/native/libs/gui/tests/TextureRenderer.cpp (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker  * Copyright 2013 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker  *
4*38e8c45fSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker  *
8*38e8c45fSAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker  *
10*38e8c45fSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker  * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker  */
16*38e8c45fSAndroid Build Coastguard Worker 
17*38e8c45fSAndroid Build Coastguard Worker #include "TextureRenderer.h"
18*38e8c45fSAndroid Build Coastguard Worker 
19*38e8c45fSAndroid Build Coastguard Worker #include "GLTest.h"
20*38e8c45fSAndroid Build Coastguard Worker 
21*38e8c45fSAndroid Build Coastguard Worker #include <gui/GLConsumer.h>
22*38e8c45fSAndroid Build Coastguard Worker 
23*38e8c45fSAndroid Build Coastguard Worker #include <GLES2/gl2.h>
24*38e8c45fSAndroid Build Coastguard Worker #include <GLES2/gl2ext.h>
25*38e8c45fSAndroid Build Coastguard Worker 
26*38e8c45fSAndroid Build Coastguard Worker #include <gtest/gtest.h>
27*38e8c45fSAndroid Build Coastguard Worker 
28*38e8c45fSAndroid Build Coastguard Worker namespace android {
29*38e8c45fSAndroid Build Coastguard Worker 
TextureRenderer(GLuint texName,const sp<GLConsumer> & st)30*38e8c45fSAndroid Build Coastguard Worker TextureRenderer::TextureRenderer(GLuint texName,
31*38e8c45fSAndroid Build Coastguard Worker         const sp<GLConsumer>& st) : mTexName(texName), mST(st), mPgm(0),
32*38e8c45fSAndroid Build Coastguard Worker         mPositionHandle(-1), mTexSamplerHandle(-1), mTexMatrixHandle(-1) {
33*38e8c45fSAndroid Build Coastguard Worker }
34*38e8c45fSAndroid Build Coastguard Worker 
SetUp()35*38e8c45fSAndroid Build Coastguard Worker void TextureRenderer::SetUp() {
36*38e8c45fSAndroid Build Coastguard Worker     const char vsrc[] =
37*38e8c45fSAndroid Build Coastguard Worker         "attribute vec4 vPosition;\n"
38*38e8c45fSAndroid Build Coastguard Worker         "varying vec2 texCoords;\n"
39*38e8c45fSAndroid Build Coastguard Worker         "uniform mat4 texMatrix;\n"
40*38e8c45fSAndroid Build Coastguard Worker         "void main() {\n"
41*38e8c45fSAndroid Build Coastguard Worker         "  vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
42*38e8c45fSAndroid Build Coastguard Worker         "  texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
43*38e8c45fSAndroid Build Coastguard Worker         "  gl_Position = vPosition;\n"
44*38e8c45fSAndroid Build Coastguard Worker         "}\n";
45*38e8c45fSAndroid Build Coastguard Worker 
46*38e8c45fSAndroid Build Coastguard Worker     const char fsrc[] =
47*38e8c45fSAndroid Build Coastguard Worker         "#extension GL_OES_EGL_image_external : require\n"
48*38e8c45fSAndroid Build Coastguard Worker         "precision mediump float;\n"
49*38e8c45fSAndroid Build Coastguard Worker         "uniform samplerExternalOES texSampler;\n"
50*38e8c45fSAndroid Build Coastguard Worker         "varying vec2 texCoords;\n"
51*38e8c45fSAndroid Build Coastguard Worker         "void main() {\n"
52*38e8c45fSAndroid Build Coastguard Worker         "  gl_FragColor = texture2D(texSampler, texCoords);\n"
53*38e8c45fSAndroid Build Coastguard Worker         "}\n";
54*38e8c45fSAndroid Build Coastguard Worker 
55*38e8c45fSAndroid Build Coastguard Worker     {
56*38e8c45fSAndroid Build Coastguard Worker         SCOPED_TRACE("creating shader program");
57*38e8c45fSAndroid Build Coastguard Worker         ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
58*38e8c45fSAndroid Build Coastguard Worker     }
59*38e8c45fSAndroid Build Coastguard Worker 
60*38e8c45fSAndroid Build Coastguard Worker     mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
61*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
62*38e8c45fSAndroid Build Coastguard Worker     ASSERT_NE(-1, mPositionHandle);
63*38e8c45fSAndroid Build Coastguard Worker     mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
64*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
65*38e8c45fSAndroid Build Coastguard Worker     ASSERT_NE(-1, mTexSamplerHandle);
66*38e8c45fSAndroid Build Coastguard Worker     mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
67*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
68*38e8c45fSAndroid Build Coastguard Worker     ASSERT_NE(-1, mTexMatrixHandle);
69*38e8c45fSAndroid Build Coastguard Worker }
70*38e8c45fSAndroid Build Coastguard Worker 
71*38e8c45fSAndroid Build Coastguard Worker // drawTexture draws the GLConsumer over the entire GL viewport.
drawTexture()72*38e8c45fSAndroid Build Coastguard Worker void TextureRenderer::drawTexture() {
73*38e8c45fSAndroid Build Coastguard Worker     static const GLfloat triangleVertices[] = {
74*38e8c45fSAndroid Build Coastguard Worker         -1.0f, 1.0f,
75*38e8c45fSAndroid Build Coastguard Worker         -1.0f, -1.0f,
76*38e8c45fSAndroid Build Coastguard Worker         1.0f, -1.0f,
77*38e8c45fSAndroid Build Coastguard Worker         1.0f, 1.0f,
78*38e8c45fSAndroid Build Coastguard Worker     };
79*38e8c45fSAndroid Build Coastguard Worker 
80*38e8c45fSAndroid Build Coastguard Worker     glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
81*38e8c45fSAndroid Build Coastguard Worker             triangleVertices);
82*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
83*38e8c45fSAndroid Build Coastguard Worker     glEnableVertexAttribArray(mPositionHandle);
84*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
85*38e8c45fSAndroid Build Coastguard Worker 
86*38e8c45fSAndroid Build Coastguard Worker     glUseProgram(mPgm);
87*38e8c45fSAndroid Build Coastguard Worker     glUniform1i(mTexSamplerHandle, 0);
88*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
89*38e8c45fSAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
90*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
91*38e8c45fSAndroid Build Coastguard Worker 
92*38e8c45fSAndroid Build Coastguard Worker     // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
93*38e8c45fSAndroid Build Coastguard Worker     // they're setting the defautls for that target, but when hacking
94*38e8c45fSAndroid Build Coastguard Worker     // things to use GL_TEXTURE_2D they are needed to achieve the same
95*38e8c45fSAndroid Build Coastguard Worker     // behavior.
96*38e8c45fSAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
97*38e8c45fSAndroid Build Coastguard Worker             GL_LINEAR);
98*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
99*38e8c45fSAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
100*38e8c45fSAndroid Build Coastguard Worker             GL_LINEAR);
101*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
102*38e8c45fSAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
103*38e8c45fSAndroid Build Coastguard Worker             GL_CLAMP_TO_EDGE);
104*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
105*38e8c45fSAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
106*38e8c45fSAndroid Build Coastguard Worker             GL_CLAMP_TO_EDGE);
107*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
108*38e8c45fSAndroid Build Coastguard Worker 
109*38e8c45fSAndroid Build Coastguard Worker     GLfloat texMatrix[16];
110*38e8c45fSAndroid Build Coastguard Worker     mST->getTransformMatrix(texMatrix);
111*38e8c45fSAndroid Build Coastguard Worker     glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
112*38e8c45fSAndroid Build Coastguard Worker 
113*38e8c45fSAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
114*38e8c45fSAndroid Build Coastguard Worker     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
115*38e8c45fSAndroid Build Coastguard Worker }
116*38e8c45fSAndroid Build Coastguard Worker 
117*38e8c45fSAndroid Build Coastguard Worker } // namespace android
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