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Commit 6a5d35dd authored by Dan Stoza's avatar Dan Stoza
Browse files

libgui: Add a test for SRGB surfaces

Add SRGBTest.RenderToSRGBSurface, which validates that passing the
SRGB colorspace attributes to eglCreateWindowSurface actually
results in an SRGB surface by comparing the output values to those
of a standard RGB surface.

Change-Id: I3d5fef8070ed8fa2357ddd1c5fcc849ae3fbd12a
parent 52467257
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+9 −7
Original line number Diff line number Diff line
@@ -63,6 +63,8 @@ enum {
    PIXEL_FORMAT_BGRA_8888   = HAL_PIXEL_FORMAT_BGRA_8888,   // 4x8-bit BGRA
    PIXEL_FORMAT_RGBA_5551   = 6,                            // 16-bit ARGB
    PIXEL_FORMAT_RGBA_4444   = 7,                            // 16-bit ARGB
    PIXEL_FORMAT_sRGB_A_8888 = HAL_PIXEL_FORMAT_sRGB_A_8888, // 4x8-bit sRGB + A
    PIXEL_FORMAT_sRGB_X_8888 = HAL_PIXEL_FORMAT_sRGB_X_8888, // 4x8-bit sRGB, no A
};

typedef int32_t PixelFormat;
+222 −93
Original line number Diff line number Diff line
@@ -39,7 +39,7 @@ protected:
    enum {
        DISPLAY_WIDTH = 512,
        DISPLAY_HEIGHT = 512,
        PIXEL_SIZE = 4, // bytes
        PIXEL_SIZE = 4, // bytes or components
        DISPLAY_SIZE = DISPLAY_WIDTH * DISPLAY_HEIGHT * PIXEL_SIZE,
        ALPHA_VALUE = 223, // should be in [0, 255]
        TOLERANCE = 1,
@@ -68,13 +68,13 @@ protected:
    }

    virtual void SetUp() {
        sp<BufferQueue> bufferQueue = new BufferQueue();
        ASSERT_EQ(NO_ERROR, bufferQueue->setDefaultBufferSize(
        mBufferQueue = new BufferQueue();
        ASSERT_EQ(NO_ERROR, mBufferQueue->setDefaultBufferSize(
                DISPLAY_WIDTH, DISPLAY_HEIGHT));
        mCpuConsumer = new CpuConsumer(bufferQueue, 1);
        mCpuConsumer = new CpuConsumer(mBufferQueue, 1);
        String8 name("CpuConsumer_for_SRGBTest");
        mCpuConsumer->setName(name);
        mInputSurface = new Surface(bufferQueue);
        mInputSurface = new Surface(mBufferQueue);

        ASSERT_NO_FATAL_FAILURE(createEGLSurface(mInputSurface.get()));
        ASSERT_NO_FATAL_FAILURE(createDebugSurface());
@@ -82,7 +82,7 @@ protected:

    virtual void TearDown() {
        ASSERT_NO_FATAL_FAILURE(copyToDebugSurface());
        mCpuConsumer->unlockBuffer(mLockedBuffer);
        ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer));
    }

    static float linearToSRGB(float l) {
@@ -93,6 +93,19 @@ protected:
        }
    }

    static float srgbToLinear(float s) {
        if (s <= 0.04045) {
            return s / 12.92f;
        } else {
            return pow(((s + 0.055f) / 1.055f), 2.4f);
        }
    }

    static uint8_t srgbToLinear(uint8_t u) {
        float f = u / 255.0f;
        return static_cast<uint8_t>(srgbToLinear(f) * 255.0f + 0.5f);
    }

    void fillTexture(bool writeAsSRGB) {
        uint8_t* textureData = new uint8_t[DISPLAY_SIZE];

@@ -122,12 +135,93 @@ protected:
        delete[] textureData;
    }

    void initShaders() {
        static const char vertexSource[] =
            "attribute vec4 vPosition;\n"
            "varying vec2 texCoords;\n"
            "void main() {\n"
            "  texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
            "  gl_Position = vPosition;\n"
            "}\n";

        static const char fragmentSource[] =
            "precision mediump float;\n"
            "uniform sampler2D texSampler;\n"
            "varying vec2 texCoords;\n"
            "void main() {\n"
            "  gl_FragColor = texture2D(texSampler, texCoords);\n"
            "}\n";

        GLuint program;
        {
            SCOPED_TRACE("Creating shader program");
            ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(
                    vertexSource, fragmentSource, &program));
        }

        GLint positionHandle = glGetAttribLocation(program, "vPosition");
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        ASSERT_NE(-1, positionHandle);

        GLint samplerHandle = glGetUniformLocation(program, "texSampler");
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        ASSERT_NE(-1, samplerHandle);

        static const GLfloat vertices[] = {
            -1.0f, 1.0f,
            -1.0f, -1.0f,
            1.0f, -1.0f,
            1.0f, 1.0f,
        };

        glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glEnableVertexAttribArray(positionHandle);
        ASSERT_EQ(GL_NO_ERROR, glGetError());

        glUseProgram(program);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glUniform1i(samplerHandle, 0);
        ASSERT_EQ(GL_NO_ERROR, glGetError());

        GLuint textureHandle;
        glGenTextures(1, &textureHandle);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glBindTexture(GL_TEXTURE_2D, textureHandle);
        ASSERT_EQ(GL_NO_ERROR, glGetError());

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
    }

    void drawTexture(bool asSRGB, GLint x, GLint y, GLsizei width,
            GLsizei height) {
        ASSERT_NO_FATAL_FAILURE(fillTexture(asSRGB));
        glViewport(x, y, width, height);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
        ASSERT_EQ(GL_NO_ERROR, glGetError());
    }

    void checkLockedBuffer(PixelFormat format) {
        ASSERT_EQ(mLockedBuffer.format, format);
        ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH);
        ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT);
    }

    static bool withinTolerance(int a, int b) {
        int diff = a - b;
        return diff >= 0 ? diff <= TOLERANCE : -diff <= TOLERANCE;
    }

    // Primary producer and consumer
    sp<BufferQueue> mBufferQueue;
    sp<Surface> mInputSurface;
    sp<CpuConsumer> mCpuConsumer;
    CpuConsumer::LockedBuffer mLockedBuffer;
@@ -206,14 +300,13 @@ private:
        ARect inOutDirtyBounds;
        mOutputSurface = mSurfaceControl->getSurface();
        mOutputSurface->lock(&outBuffer, &inOutDirtyBounds);
        uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits);
        for (int y = 0; y < outBuffer.height; ++y) {
            int rowOffset = y * outBuffer.stride;
            int rowOffset = y * outBuffer.stride; // pixels
            for (int x = 0; x < outBuffer.width; ++x) {
                int colOffset = rowOffset + x;
                for (int c = 0; c < 4; ++c) {
                    int offset = colOffset * PIXEL_SIZE + c;
                    uint8_t* bytePointer =
                            reinterpret_cast<uint8_t*>(outBuffer.bits);
                int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes
                for (int c = 0; c < PIXEL_SIZE; ++c) {
                    int offset = colOffset + c;
                    bytePointer[offset] = ((c + 1) * 56) - 1;
                }
            }
@@ -230,10 +323,33 @@ private:
        ANativeWindow_Buffer outBuffer;
        ARect outBufferBounds;
        mOutputSurface->lock(&outBuffer, &outBufferBounds);
        ASSERT_EQ(mLockedBuffer.width, outBuffer.width);
        ASSERT_EQ(mLockedBuffer.height, outBuffer.height);
        ASSERT_EQ(mLockedBuffer.stride, outBuffer.stride);
        ASSERT_EQ(mLockedBuffer.format, outBuffer.format);

        if (mLockedBuffer.format == outBuffer.format) {
            memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize);
        } else {
            ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_sRGB_A_8888);
            ASSERT_EQ(outBuffer.format, PIXEL_FORMAT_RGBA_8888);
            uint8_t* outPointer = reinterpret_cast<uint8_t*>(outBuffer.bits);
            for (int y = 0; y < outBuffer.height; ++y) {
                int rowOffset = y * outBuffer.stride; // pixels
                for (int x = 0; x < outBuffer.width; ++x) {
                    int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes

                    // RGB are converted
                    for (int c = 0; c < (PIXEL_SIZE - 1); ++c) {
                        outPointer[colOffset + c] = srgbToLinear(
                                mLockedBuffer.data[colOffset + c]);
                    }

                    // Alpha isn't converted
                    outPointer[colOffset + 3] =
                            mLockedBuffer.data[colOffset + 3];
                }
            }
        }
        mOutputSurface->unlockAndPost();

        int sleepSeconds = atoi(getenv(SHOW_DEBUG_STRING));
@@ -244,100 +360,113 @@ private:
const char SRGBTest::SHOW_DEBUG_STRING[] = "DEBUG_OUTPUT_SECONDS";

TEST_F(SRGBTest, GLRenderFromSRGBTexture) {
    static const char vertexSource[] =
        "attribute vec4 vPosition;\n"
        "varying vec2 texCoords;\n"
        "void main() {\n"
        "  texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
        "  gl_Position = vPosition;\n"
        "}\n";
    ASSERT_NO_FATAL_FAILURE(initShaders());

    static const char fragmentSource[] =
        "precision mediump float;\n"
        "uniform sampler2D texSampler;\n"
        "varying vec2 texCoords;\n"
        "void main() {\n"
        "  gl_FragColor = texture2D(texSampler, texCoords);\n"
        "}\n";
    // The RGB texture is displayed in the top half
    ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, DISPLAY_HEIGHT / 2,
            DISPLAY_WIDTH, DISPLAY_HEIGHT / 2));

    GLuint program;
    {
        SCOPED_TRACE("Creating shader program");
        ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(
                vertexSource, fragmentSource, &program));
    // The SRGB texture is displayed in the bottom half
    ASSERT_NO_FATAL_FAILURE(drawTexture(true, 0, 0,
            DISPLAY_WIDTH, DISPLAY_HEIGHT / 2));

    eglSwapBuffers(mEglDisplay, mEglSurface);
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // Lock
    ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
    ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888));

    // Compare a pixel in the middle of each texture
    int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride *
            PIXEL_SIZE;
    int midRGBOffset = midSRGBOffset * 3;
    midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
    midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
    for (int c = 0; c < PIXEL_SIZE; ++c) {
        int expectedValue = mLockedBuffer.data[midRGBOffset + c];
        int actualValue = mLockedBuffer.data[midSRGBOffset + c];
        ASSERT_PRED2(withinTolerance, expectedValue, actualValue);
    }

    GLint positionHandle = glGetAttribLocation(program, "vPosition");
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    ASSERT_NE(-1, positionHandle);
    // mLockedBuffer is unlocked in TearDown so we can copy data from it to
    // the debug surface if necessary
}

    GLint samplerHandle = glGetUniformLocation(program, "texSampler");
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    ASSERT_NE(-1, samplerHandle);
TEST_F(SRGBTest, RenderToSRGBSurface) {
    ASSERT_NO_FATAL_FAILURE(initShaders());

    static const GLfloat vertices[] = {
        -1.0f, 1.0f,
        -1.0f, -1.0f,
        1.0f, -1.0f,
        1.0f, 1.0f,
    };
    // By default, the first buffer we write into will be RGB

    glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glEnableVertexAttribArray(positionHandle);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    // Render an RGB texture across the whole surface
    ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0,
            DISPLAY_WIDTH, DISPLAY_HEIGHT));
    eglSwapBuffers(mEglDisplay, mEglSurface);
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    glUseProgram(program);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glUniform1i(samplerHandle, 0);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    // Lock
    ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
    ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888));

    GLuint textureHandle;
    glGenTextures(1, &textureHandle);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glBindTexture(GL_TEXTURE_2D, textureHandle);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    // Save the values of the middle pixel for later comparison against SRGB
    uint8_t values[PIXEL_SIZE] = {};
    int middleOffset = (DISPLAY_HEIGHT / 2) * mLockedBuffer.stride *
            PIXEL_SIZE;
    middleOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
    for (int c = 0; c < PIXEL_SIZE; ++c) {
        values[c] = mLockedBuffer.data[middleOffset + c];
    }

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    // Unlock
    ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer));

    // The RGB texture is displayed in the top half
    ASSERT_NO_FATAL_FAILURE(fillTexture(false));
    glViewport(0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    // Switch to SRGB window surface
#define EGL_GL_COLORSPACE_KHR      EGL_VG_COLORSPACE
#define EGL_GL_COLORSPACE_SRGB_KHR EGL_VG_COLORSPACE_sRGB

    // The SRGB texture is displayed in the bottom half
    ASSERT_NO_FATAL_FAILURE(fillTexture(true));
    glViewport(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    ASSERT_EQ(GL_NO_ERROR, glGetError());
    static const int srgbAttribs[] = {
        EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
        EGL_NONE,
    };

    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
            mEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mEglSurface));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig,
            mInputSurface.get(), srgbAttribs);
    ASSERT_EQ(EGL_SUCCESS, eglGetError());
    ASSERT_NE(EGL_NO_SURFACE, mEglSurface);

    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
            mEglContext));
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // Render the texture again
    ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0,
            DISPLAY_WIDTH, DISPLAY_HEIGHT));
    eglSwapBuffers(mEglDisplay, mEglSurface);
    ASSERT_EQ(EGL_SUCCESS, eglGetError());

    // Lock
    ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
    ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_RGBA_8888);
    ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH);
    ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT);
    int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride *
            PIXEL_SIZE;
    int midRGBOffset = midSRGBOffset * 3;
    midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
    midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
    for (int c = 0; c < 4; ++c) {
        ASSERT_PRED2(withinTolerance,
                static_cast<int>(mLockedBuffer.data[midRGBOffset]),
                static_cast<int>(mLockedBuffer.data[midSRGBOffset]));

    // Make sure we actually got the SRGB buffer on the consumer side
    ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_sRGB_A_8888));

    // Verify that the stored value is the same, accounting for RGB/SRGB
    for (int c = 0; c < PIXEL_SIZE; ++c) {
        // The alpha value should be equivalent before linear->SRGB
        float rgbAsSRGB = (c == 3) ? values[c] / 255.0f :
                linearToSRGB(values[c] / 255.0f);
        int expectedValue = rgbAsSRGB * 255.0f + 0.5f;
        int actualValue = mLockedBuffer.data[middleOffset + c];
        ASSERT_PRED2(withinTolerance, expectedValue, actualValue);
    }

    // mLockedBuffer is unlocked in TearDown so we can copy data from it to
    // the debug surface if necessary
}
+2 −0
Original line number Diff line number Diff line
@@ -26,6 +26,8 @@ ssize_t bytesPerPixel(PixelFormat format) {
        case PIXEL_FORMAT_RGBA_8888:
        case PIXEL_FORMAT_RGBX_8888:
        case PIXEL_FORMAT_BGRA_8888:
        case PIXEL_FORMAT_sRGB_A_8888:
        case PIXEL_FORMAT_sRGB_X_8888:
            return 4;
        case PIXEL_FORMAT_RGB_888:
            return 3;