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Commit c2c38025 authored by Jamie Gennis's avatar Jamie Gennis
Browse files

SurfaceTexture: add a test for user sizes & prerotation

This change adds 3 tests for:
- User-overridden buffer size
- Transform hint
- User-overridden buffer size with transform hint

Change-Id: Ib15ea354685e436822c506099613b2bffa7b68c9
parent 55a70145
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+167 −0
Original line number Diff line number Diff line
@@ -1476,6 +1476,173 @@ TEST_F(SurfaceTextureGLToGLTest, EglSurfaceDefaultsToSynchronousMode) {
    ASSERT_TRUE(mST->isSynchronousMode());
}

TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) {
    enum { texWidth = 64 };
    enum { texHeight = 64 };

    // Set the user buffer size.
    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);

    // Do the producer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
            mProducerEglSurface, mProducerEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // This is needed to ensure we pick up a buffer of the correct size.
    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    glClearColor(0.6, 0.6, 0.6, 0.6);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_SCISSOR_TEST);
    glScissor(4, 4, 1, 1);
    glClearColor(1.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    // Do the consumer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
            mEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    glDisable(GL_SCISSOR_TEST);

    mST->updateTexImage(); // Skip the first frame, which was empty
    mST->updateTexImage();

    glClearColor(0.2, 0.2, 0.2, 0.2);
    glClear(GL_COLOR_BUFFER_BIT);

    glViewport(0, 0, texWidth, texHeight);
    drawTexture();

    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));

    EXPECT_TRUE(checkPixel( 4,  4, 255,   0,   0, 255));
    EXPECT_TRUE(checkPixel( 5,  5, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel( 3,  3, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(45, 52, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(12, 36, 153, 153, 153, 153));
}

TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedUserSizedGLFilledBuffer) {
    enum { texWidth = 64 };
    enum { texHeight = 16 };

    // Set the transform hint.
    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);

    // Set the user buffer size.
    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);

    // Do the producer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
            mProducerEglSurface, mProducerEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // This is needed to ensure we pick up a buffer of the correct size and the
    // new rotation hint.
    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    glClearColor(0.6, 0.6, 0.6, 0.6);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_SCISSOR_TEST);
    glScissor(24, 4, 1, 1);
    glClearColor(1.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    // Do the consumer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
            mEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    glDisable(GL_SCISSOR_TEST);

    mST->updateTexImage(); // Skip the first frame, which was empty
    mST->updateTexImage();

    glClearColor(0.2, 0.2, 0.2, 0.2);
    glClear(GL_COLOR_BUFFER_BIT);

    glViewport(0, 0, texWidth, texHeight);
    drawTexture();

    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));

    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
}

TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedGLFilledBuffer) {
    enum { texWidth = 64 };
    enum { texHeight = 16 };

    // Set the transform hint.
    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);

    // Set the default buffer size.
    mST->setDefaultBufferSize(texWidth, texHeight);

    // Do the producer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
            mProducerEglSurface, mProducerEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // This is needed to ensure we pick up a buffer of the correct size and the
    // new rotation hint.
    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    glClearColor(0.6, 0.6, 0.6, 0.6);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_SCISSOR_TEST);
    glScissor(24, 4, 1, 1);
    glClearColor(1.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    eglSwapBuffers(mEglDisplay, mProducerEglSurface);

    // Do the consumer side of things
    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
            mEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    glDisable(GL_SCISSOR_TEST);

    mST->updateTexImage(); // Skip the first frame, which was empty
    mST->updateTexImage();

    glClearColor(0.2, 0.2, 0.2, 0.2);
    glClear(GL_COLOR_BUFFER_BIT);

    glViewport(0, 0, texWidth, texHeight);
    drawTexture();

    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));

    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
}

/*
 * This test fixture is for testing GL -> GL texture streaming from one thread
 * to another.  It contains functionality to create a producer thread that will