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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