Automated test for buffer queues.
Change-Id: If59517d83bbb6c3e985e72303e6503301d091dda
diff --git a/tests/api/BufferQueue_test.cpp b/tests/api/BufferQueue_test.cpp
new file mode 100644
index 0000000..645fa02
--- /dev/null
+++ b/tests/api/BufferQueue_test.cpp
@@ -0,0 +1,307 @@
+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/** \file BufferQueue_test.cpp */
+
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <unistd.h>
+#include "SLES/OpenSLES.h"
+
+#ifdef ANDROID
+#include "gtest/gtest.h"
+#else
+#define ASSERT_EQ(x, y) assert((x) == (y))
+#endif
+
+typedef struct {
+ short left;
+ short right;
+} stereo;
+
+// 1 second of stereo audio at 44.1 kHz
+static stereo stereoBuffer1[44100 * 1];
+
+static void do_my_testing()
+{
+ SLresult result;
+
+ // initialize the test tone to be a sine sweep from 441 Hz to 882 Hz
+ unsigned nframes = sizeof(stereoBuffer1) / sizeof(stereoBuffer1[0]);
+ float nframes_ = (float) nframes;
+ SLuint32 i;
+ for (i = 0; i < nframes; ++i) {
+ float i_ = (float) i;
+ float pcm_ = sin((i_*(1.0f+0.5f*(i_/nframes_))*0.01 * M_PI * 2.0));
+ int pcm = (int) (pcm_ * 32766.0);
+ assert(-32768 <= pcm && pcm <= 32767);
+ stereoBuffer1[i].left = pcm;
+ stereoBuffer1[nframes - 1 - i].right = pcm;
+ }
+
+ // create engine
+ SLObjectItf engineObject;
+ result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ SLEngineItf engineEngine;
+ result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+
+ // create output mix
+ SLObjectItf outputmixObject;
+ result = (*engineEngine)->CreateOutputMix(engineEngine, &outputmixObject, 0, NULL, NULL);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ result = (*outputmixObject)->Realize(outputmixObject, SL_BOOLEAN_FALSE);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+
+ // set up data structures to create an audio player with buffer queue source and output mix sink
+ SLDataSource audiosrc;
+ SLDataSink audiosnk;
+ SLDataFormat_PCM pcm;
+ SLDataLocator_OutputMix locator_outputmix;
+ SLDataLocator_BufferQueue locator_bufferqueue;
+ locator_bufferqueue.locatorType = SL_DATALOCATOR_BUFFERQUEUE;
+ locator_bufferqueue.numBuffers = 0;
+ locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
+ locator_outputmix.outputMix = outputmixObject;
+ pcm.formatType = SL_DATAFORMAT_PCM;
+ pcm.numChannels = 2;
+ pcm.samplesPerSec = SL_SAMPLINGRATE_44_1;
+ pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
+ pcm.containerSize = 16;
+ pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
+ pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
+ audiosrc.pLocator = &locator_bufferqueue;
+ audiosrc.pFormat = &pcm;
+ audiosnk.pLocator = &locator_outputmix;
+ audiosnk.pFormat = NULL;
+ SLObjectItf playerObject;
+ SLInterfaceID ids[1] = {SL_IID_BUFFERQUEUE};
+ SLboolean flags[1] = {SL_BOOLEAN_TRUE};
+
+ // try creating audio player with various invalid values for numBuffers
+ static const SLuint32 invalidNumBuffers[] = {0, 0xFFFFFFFF, 0x80000000, 0x10002, 0x102, 0x101, 0x100};
+ for (i = 0; i < sizeof(invalidNumBuffers) / sizeof(invalidNumBuffers[0]); ++i) {
+ locator_bufferqueue.numBuffers = invalidNumBuffers[i];
+ result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk, 1, ids, flags);
+ ASSERT_EQ(SL_RESULT_PARAMETER_INVALID, result);
+ }
+
+ // now try some valid values for numBuffers */
+ static const SLuint32 validNumBuffers[] = {1, 2, 3, 4, 5, 6, 7, 8, 255};
+ for (i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
+ locator_bufferqueue.numBuffers = validNumBuffers[i];
+ result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk, 1, ids, flags);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ result = (*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // get the play interface
+ SLPlayItf playerPlay;
+ result = (*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerPlay);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ SLuint32 playerState;
+ // verify that player is initially stopped
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_STOPPED, playerState);
+ // get the buffer queue interface
+ SLBufferQueueItf playerBufferQueue;
+ result = (*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE, &playerBufferQueue);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // verify that buffer queue is initially empty
+ SLBufferQueueState bufferqueueState;
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // try enqueuing the maximum number of buffers while stopped
+ SLuint32 j;
+ for (j = 0; j < validNumBuffers[i]; ++j) {
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // verify that each buffer is enqueued properly and increments the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(j + 1, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // verify that player is still stopped; enqueue should not affect play state
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_STOPPED, playerState);
+ }
+ // enqueue one more buffer and make sure it fails
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
+ ASSERT_EQ(SL_RESULT_BUFFER_INSUFFICIENT, result);
+ // verify that the failed enqueue did not affect the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(validNumBuffers[i], bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // now clear the buffer queue
+ result = (*playerBufferQueue)->Clear(playerBufferQueue);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // make sure the clear works
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // change play state from paused to stopped
+ result = (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PAUSED);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // verify that player is really paused
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
+ // try enqueuing the maximum number of buffers while paused
+ for (j = 0; j < validNumBuffers[i]; ++j) {
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // verify that each buffer is enqueued properly and increments the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(j + 1, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // verify that player is still paused; enqueue should not affect play state
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
+ }
+ // enqueue one more buffer and make sure it fails
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
+ ASSERT_EQ(SL_RESULT_BUFFER_INSUFFICIENT, result);
+ // verify that the failed enqueue did not affect the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(validNumBuffers[i], bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // now clear the buffer queue
+ result = (*playerBufferQueue)->Clear(playerBufferQueue);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // make sure the clear works
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // try every possible play state transition while buffer queue is empty
+ static const SLuint32 newStates1[] = {
+ SL_PLAYSTATE_PAUSED, // paused -> paused
+ SL_PLAYSTATE_STOPPED, // paused -> stopped
+ SL_PLAYSTATE_PAUSED, // stopped -> paused, also done earlier
+ SL_PLAYSTATE_PLAYING, // paused -> playing
+ SL_PLAYSTATE_PLAYING, // playing -> playing
+ SL_PLAYSTATE_STOPPED, // playing -> stopped
+ SL_PLAYSTATE_STOPPED, // stopped -> stopped
+ SL_PLAYSTATE_PLAYING, // stopped -> playing
+ SL_PLAYSTATE_PAUSED // playing -> paused
+ };
+ // initially the play state is (still) paused
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
+ for (j = 0; j < sizeof(newStates1) / sizeof(newStates1[0]); ++j) {
+ // change play state
+ result = (*playerPlay)->SetPlayState(playerPlay, newStates1[j]);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // make sure the new play state is taken
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(newStates1[j], playerState);
+ // changing the play state should not affect the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ }
+ // finally the play state is (again) paused
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
+ // enqueue a buffer
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // try several inaudible play state transitions while buffer queue is non-empty
+ static const SLuint32 newStates2[] = {
+ SL_PLAYSTATE_PAUSED, // paused -> paused
+ SL_PLAYSTATE_STOPPED, // paused -> stopped
+ SL_PLAYSTATE_STOPPED, // stopped -> stopped
+ SL_PLAYSTATE_PAUSED // stopped -> paused
+ };
+ for (j = 0; j < sizeof(newStates2) / sizeof(newStates2[0]); ++j) {
+ // change play state
+ result = (*playerPlay)->SetPlayState(playerPlay, newStates2[j]);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // make sure the new play state is taken
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(newStates2[j], playerState);
+ // changing the play state should not affect the buffer count
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 1, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ }
+ // clear the buffer queue
+ result = (*playerBufferQueue)->Clear(playerBufferQueue);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+
+ // now we're finally ready to make some noise
+
+ // enqueue a buffer
+ result = (*playerBufferQueue)->Enqueue(playerBufferQueue, stereoBuffer1, sizeof(stereoBuffer1));
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // set play state to playing
+ result = (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PLAYING);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ // state should be playing immediately after enqueue
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
+ // buffer should still be on the queue
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 1, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
+ // wait 1.5 seconds
+ usleep(1500000);
+ // state should still be playing
+ result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
+ // buffer should be removed from the queue
+ result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
+ ASSERT_EQ(SL_RESULT_SUCCESS, result);
+ ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
+ ASSERT_EQ((SLuint32) 1, bufferqueueState.playIndex);
+ // destroy the player
+ (*playerObject)->Destroy(playerObject);
+ }
+
+ // destroy the output mix
+ (*outputmixObject)->Destroy(outputmixObject);
+ // destroy the engine
+ (*engineObject)->Destroy(engineObject);
+
+}
+
+int main(int argc, char **argv)
+{
+ do_my_testing();
+ return EXIT_SUCCESS;
+}