1 /*
2 * Copyright 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include "TextureRenderer.h"
18
19 #include "GLTest.h"
20
21 #include <gui/GLConsumer.h>
22
23 #include <GLES2/gl2.h>
24 #include <GLES2/gl2ext.h>
25
26 #include <gtest/gtest.h>
27
28 namespace android {
29
TextureRenderer(GLuint texName,const sp<GLConsumer> & st)30 TextureRenderer::TextureRenderer(GLuint texName,
31 const sp<GLConsumer>& st) : mTexName(texName), mST(st), mPgm(0),
32 mPositionHandle(-1), mTexSamplerHandle(-1), mTexMatrixHandle(-1) {
33 }
34
SetUp()35 void TextureRenderer::SetUp() {
36 const char vsrc[] =
37 "attribute vec4 vPosition;\n"
38 "varying vec2 texCoords;\n"
39 "uniform mat4 texMatrix;\n"
40 "void main() {\n"
41 " vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
42 " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
43 " gl_Position = vPosition;\n"
44 "}\n";
45
46 const char fsrc[] =
47 "#extension GL_OES_EGL_image_external : require\n"
48 "precision mediump float;\n"
49 "uniform samplerExternalOES texSampler;\n"
50 "varying vec2 texCoords;\n"
51 "void main() {\n"
52 " gl_FragColor = texture2D(texSampler, texCoords);\n"
53 "}\n";
54
55 {
56 SCOPED_TRACE("creating shader program");
57 ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
58 }
59
60 mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
61 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
62 ASSERT_NE(-1, mPositionHandle);
63 mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
64 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
65 ASSERT_NE(-1, mTexSamplerHandle);
66 mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
67 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
68 ASSERT_NE(-1, mTexMatrixHandle);
69 }
70
71 // drawTexture draws the GLConsumer over the entire GL viewport.
drawTexture()72 void TextureRenderer::drawTexture() {
73 static const GLfloat triangleVertices[] = {
74 -1.0f, 1.0f,
75 -1.0f, -1.0f,
76 1.0f, -1.0f,
77 1.0f, 1.0f,
78 };
79
80 glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
81 triangleVertices);
82 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
83 glEnableVertexAttribArray(mPositionHandle);
84 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
85
86 glUseProgram(mPgm);
87 glUniform1i(mTexSamplerHandle, 0);
88 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
89 glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
90 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
91
92 // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
93 // they're setting the defautls for that target, but when hacking
94 // things to use GL_TEXTURE_2D they are needed to achieve the same
95 // behavior.
96 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
97 GL_LINEAR);
98 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
99 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
100 GL_LINEAR);
101 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
102 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
103 GL_CLAMP_TO_EDGE);
104 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
105 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
106 GL_CLAMP_TO_EDGE);
107 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
108
109 GLfloat texMatrix[16];
110 mST->getTransformMatrix(texMatrix);
111 glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
112
113 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
114 ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
115 }
116
117 } // namespace android
118