| // Copyright (C) 2018 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. |
| |
| #include <gtest/gtest.h> |
| |
| #include "GLTestUtils.h" |
| #include "OpenGLTestContext.h" |
| #include "TextureDraw.h" |
| |
| namespace gfxstream { |
| namespace gl { |
| namespace { |
| |
| void TestTextureDrawBasic(const GLESv2Dispatch* gl, GLenum internalformat, |
| GLenum format, bool should_work) { |
| GLint viewport[4] = {}; |
| gl->glGetIntegerv(GL_VIEWPORT, viewport); |
| EXPECT_EQ(0, viewport[0]); |
| EXPECT_EQ(0, viewport[1]); |
| const int width = viewport[2]; |
| const int height = viewport[3]; |
| const GLenum type = GL_UNSIGNED_BYTE; |
| const int bpp = 4; |
| const int bytes = width * height * bpp; |
| |
| GLuint textureToDraw; |
| |
| gl->glGenTextures(1, &textureToDraw); |
| gl->glActiveTexture(GL_TEXTURE0); |
| gl->glBindTexture(GL_TEXTURE_2D, textureToDraw); |
| |
| gl->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| gl->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| std::vector<unsigned char> pixels(bytes); |
| |
| for (int i = 0; i < height; i++) { |
| for (int j = 0; j < width; j++) { |
| pixels[i * width * bpp + j * bpp + 0] = (0xaa + i) % 0x100; |
| pixels[i * width * bpp + j * bpp + 1] = (0x00 + j) % 0x100; |
| pixels[i * width * bpp + j * bpp + 2] = (0x11 + i) % 0x100; |
| // Use 0xff for alpha blending. |
| pixels[i * width * bpp + j * bpp + 3] = 0xff; |
| } |
| } |
| GLenum err = gl->glGetError(); |
| EXPECT_EQ(GL_NO_ERROR, err); |
| gl->glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, |
| format, type, pixels.data()); |
| err = gl->glGetError(); |
| if (should_work) { |
| EXPECT_EQ(GL_NO_ERROR, err); |
| } else { |
| EXPECT_NE(GL_NO_ERROR, err); |
| return; |
| } |
| gl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| GLint fbStatus = gl->glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| EXPECT_EQ((GLint)GL_FRAMEBUFFER_COMPLETE, fbStatus); |
| |
| TextureDraw textureDraw; |
| |
| textureDraw.draw(textureToDraw, 0, 0, 0); |
| |
| std::vector<unsigned char> pixelsOut(bytes, 0xff); |
| |
| gl->glReadPixels(0, 0, width, height, format, type, pixelsOut.data()); |
| |
| // Check that the texture is drawn upside down (because that's what SurfaceFlinger wants) |
| for (int i = 0; i < height; i++) { |
| size_t rowBytes = width * bpp; |
| EXPECT_TRUE(RowMatches(i, width * bpp, |
| pixels.data() + i * rowBytes, |
| pixelsOut.data() + (height - i - 1) * rowBytes)); |
| } |
| } |
| |
| void TestTextureDrawLayer(const GLESv2Dispatch* gl) { |
| GLint viewport[4] = {}; |
| gl->glGetIntegerv(GL_VIEWPORT, viewport); |
| EXPECT_EQ(0, viewport[0]); |
| EXPECT_EQ(0, viewport[1]); |
| const int width = viewport[2]; |
| const int height = viewport[3]; |
| const GLenum type = GL_UNSIGNED_BYTE; |
| const int bpp = 4; |
| const int bytes = width * height * bpp; |
| |
| GLuint textureToDraw; |
| |
| gl->glGenTextures(1, &textureToDraw); |
| gl->glActiveTexture(GL_TEXTURE0); |
| gl->glBindTexture(GL_TEXTURE_2D, textureToDraw); |
| |
| gl->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| gl->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| std::vector<unsigned char> pixels(bytes); |
| |
| for (int i = 0; i < height; i++) { |
| for (int j = 0; j < width; j++) { |
| pixels[i * width * bpp + j * bpp + 0] = 0xff; |
| pixels[i * width * bpp + j * bpp + 1] = 0x0; |
| pixels[i * width * bpp + j * bpp + 2] = 0x0; |
| pixels[i * width * bpp + j * bpp + 3] = 0xff; |
| } |
| } |
| GLenum err = gl->glGetError(); |
| EXPECT_EQ(GL_NO_ERROR, err); |
| gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
| GL_RGBA, type, pixels.data()); |
| err = gl->glGetError(); |
| EXPECT_EQ(GL_NO_ERROR, err); |
| gl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| GLint fbStatus = gl->glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| EXPECT_EQ((GLint)GL_FRAMEBUFFER_COMPLETE, fbStatus); |
| |
| TextureDraw textureDraw; |
| |
| // Test HWC2_COMPOSITION_SOLID_COLOR mode, red color |
| ComposeLayer l = {0, |
| HWC2_COMPOSITION_SOLID_COLOR, |
| {0, 0, width, height}, |
| {0.0, 0.0, (float)width, (float)height}, |
| HWC2_BLEND_MODE_NONE, |
| 1.0, |
| {255, 0, 0, 255}, |
| (hwc_transform_t)0}; |
| textureDraw.prepareForDrawLayer(); |
| textureDraw.drawLayer(l, width, height, width, height, textureToDraw); |
| std::vector<unsigned char> pixelsOut(bytes, 0xff); |
| gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data()); |
| EXPECT_TRUE(ImageMatches(width, height, bpp, width, |
| pixels.data(), pixelsOut.data())); |
| |
| |
| // Test HWC2_COMPOSITION_DEVICE mode, blue texture |
| for (int i = 0; i < height; i++) { |
| for (int j = 0; j < width; j++) { |
| pixels[i * width * bpp + j * bpp + 0] = 0x0; |
| pixels[i * width * bpp + j * bpp + 1] = 0x0; |
| pixels[i * width * bpp + j * bpp + 2] = 0xff; |
| pixels[i * width * bpp + j * bpp + 3] = 0xff; |
| } |
| } |
| err = gl->glGetError(); |
| EXPECT_EQ(GL_NO_ERROR, err); |
| gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
| GL_RGBA, type, pixels.data()); |
| l.composeMode = HWC2_COMPOSITION_DEVICE; |
| textureDraw.drawLayer(l, width, height, width, height, textureToDraw); |
| gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data()); |
| EXPECT_TRUE(ImageMatches(width, height, bpp, width, |
| pixels.data(), pixelsOut.data())); |
| |
| |
| // Test composing 2 layers, layer1 draws blue to the upper half frame; |
| // layer2 draws the bottom half of the texture to the bottom half frame |
| ComposeLayer l1 = {0, |
| HWC2_COMPOSITION_SOLID_COLOR, |
| {0, 0, width, height/2}, |
| {0.0, 0.0, (float)width, (float)height/2}, |
| HWC2_BLEND_MODE_NONE, |
| 1.0, |
| {0, 0, 255, 255}, |
| (hwc_transform_t)0}; |
| ComposeLayer l2 = {0, |
| HWC2_COMPOSITION_DEVICE, |
| {0, height/2, width, height}, |
| {0.0, (float)height/2, (float)width, (float)height}, |
| HWC2_BLEND_MODE_NONE, |
| 1.0, |
| {0, 0, 0, 0}, |
| (hwc_transform_t)0}; |
| for (int i = 0; i < height; i++) { |
| for (int j = 0; j < width; j++) { |
| // texture bottom half green |
| if (i >= height/2) { |
| pixels[i * width * bpp + j * bpp + 0] = 0x0; |
| pixels[i * width * bpp + j * bpp + 2] = 0xff; |
| } |
| } |
| } |
| gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
| GL_RGBA, type, pixels.data()); |
| textureDraw.drawLayer(l1, width, height, width, height, textureToDraw); |
| textureDraw.drawLayer(l2, width, height, width, height, textureToDraw); |
| gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data()); |
| EXPECT_TRUE(ImageMatches(width, height, bpp, width, |
| pixels.data(), pixelsOut.data())); |
| |
| } |
| |
| #define GL_BGRA_EXT 0x80E1 |
| |
| TEST_F(GLTest, TextureDrawBasic) { |
| TestTextureDrawBasic(gl, GL_RGBA, GL_RGBA, true); |
| // Assumes BGRA is supported |
| // Note: On NVIDIA EGL, the format mismatch with RGBA cauases a failure. |
| // TestTextureDrawBasic(gl, GL_BGRA_EXT, GL_BGRA_EXT, true); |
| // TestTextureDrawBasic(gl, GL_RGBA, GL_BGRA_EXT, false); |
| TestTextureDrawLayer(gl); |
| } |
| |
| } // namespace |
| } // namespace gl |
| } // namespace gfxstream |