| /* | 
 |  * Copyright 2013 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. | 
 |  */ | 
 |  | 
 | #ifndef ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H | 
 | #define ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H | 
 |  | 
 | #include "SurfaceTextureGLToGL.h" | 
 |  | 
 | namespace android { | 
 |  | 
 | /* | 
 |  * 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 | 
 |  * perform GL rendering to an ANativeWindow that feeds frames to a | 
 |  * GLConsumer.  Additionally it supports interlocking the producer and | 
 |  * consumer threads so that a specific sequence of calls can be | 
 |  * deterministically created by the test. | 
 |  * | 
 |  * The intended usage is as follows: | 
 |  * | 
 |  * TEST_F(...) { | 
 |  *     class PT : public ProducerThread { | 
 |  *         virtual void render() { | 
 |  *             ... | 
 |  *             swapBuffers(); | 
 |  *         } | 
 |  *     }; | 
 |  * | 
 |  *     runProducerThread(new PT()); | 
 |  * | 
 |  *     // The order of these calls will vary from test to test and may include | 
 |  *     // multiple frames and additional operations (e.g. GL rendering from the | 
 |  *     // texture). | 
 |  *     fc->waitForFrame(); | 
 |  *     mST->updateTexImage(); | 
 |  *     fc->finishFrame(); | 
 |  * } | 
 |  * | 
 |  */ | 
 | class SurfaceTextureGLThreadToGLTest : public SurfaceTextureGLToGLTest { | 
 | protected: | 
 |  | 
 |     // ProducerThread is an abstract base class to simplify the creation of | 
 |     // OpenGL ES frame producer threads. | 
 |     class ProducerThread : public Thread { | 
 |     public: | 
 |         virtual ~ProducerThread() { | 
 |         } | 
 |  | 
 |         void setEglObjects(EGLDisplay producerEglDisplay, | 
 |                 EGLSurface producerEglSurface, | 
 |                 EGLContext producerEglContext) { | 
 |             mProducerEglDisplay = producerEglDisplay; | 
 |             mProducerEglSurface = producerEglSurface; | 
 |             mProducerEglContext = producerEglContext; | 
 |         } | 
 |  | 
 |         virtual bool threadLoop() { | 
 |             eglMakeCurrent(mProducerEglDisplay, mProducerEglSurface, | 
 |                     mProducerEglSurface, mProducerEglContext); | 
 |             render(); | 
 |             eglMakeCurrent(mProducerEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, | 
 |                     EGL_NO_CONTEXT); | 
 |             return false; | 
 |         } | 
 |  | 
 |     protected: | 
 |         virtual void render() = 0; | 
 |  | 
 |         void swapBuffers() { | 
 |             eglSwapBuffers(mProducerEglDisplay, mProducerEglSurface); | 
 |         } | 
 |  | 
 |         EGLDisplay mProducerEglDisplay; | 
 |         EGLSurface mProducerEglSurface; | 
 |         EGLContext mProducerEglContext; | 
 |     }; | 
 |  | 
 |     // FrameCondition is a utility class for interlocking between the producer | 
 |     // and consumer threads.  The FrameCondition object should be created and | 
 |     // destroyed in the consumer thread only.  The consumer thread should set | 
 |     // the FrameCondition as the FrameAvailableListener of the GLConsumer, | 
 |     // and should call both waitForFrame and finishFrame once for each expected | 
 |     // frame. | 
 |     // | 
 |     // This interlocking relies on the fact that onFrameAvailable gets called | 
 |     // synchronously from GLConsumer::queueBuffer. | 
 |     class FrameCondition : public GLConsumer::FrameAvailableListener { | 
 |     public: | 
 |         FrameCondition(): | 
 |                 mFrameAvailable(false), | 
 |                 mFrameFinished(false) { | 
 |         } | 
 |  | 
 |         // waitForFrame waits for the next frame to arrive.  This should be | 
 |         // called from the consumer thread once for every frame expected by the | 
 |         // test. | 
 |         void waitForFrame() { | 
 |             Mutex::Autolock lock(mMutex); | 
 |             ALOGV("+waitForFrame"); | 
 |             while (!mFrameAvailable) { | 
 |                 mFrameAvailableCondition.wait(mMutex); | 
 |             } | 
 |             mFrameAvailable = false; | 
 |             ALOGV("-waitForFrame"); | 
 |         } | 
 |  | 
 |         // Allow the producer to return from its swapBuffers call and continue | 
 |         // on to produce the next frame.  This should be called by the consumer | 
 |         // thread once for every frame expected by the test. | 
 |         void finishFrame() { | 
 |             Mutex::Autolock lock(mMutex); | 
 |             ALOGV("+finishFrame"); | 
 |             mFrameFinished = true; | 
 |             mFrameFinishCondition.signal(); | 
 |             ALOGV("-finishFrame"); | 
 |         } | 
 |  | 
 |         // This should be called by GLConsumer on the producer thread. | 
 |         virtual void onFrameAvailable(const BufferItem& /* item */) { | 
 |             Mutex::Autolock lock(mMutex); | 
 |             ALOGV("+onFrameAvailable"); | 
 |             mFrameAvailable = true; | 
 |             mFrameAvailableCondition.signal(); | 
 |             while (!mFrameFinished) { | 
 |                 mFrameFinishCondition.wait(mMutex); | 
 |             } | 
 |             mFrameFinished = false; | 
 |             ALOGV("-onFrameAvailable"); | 
 |         } | 
 |  | 
 |     protected: | 
 |         bool mFrameAvailable; | 
 |         bool mFrameFinished; | 
 |  | 
 |         Mutex mMutex; | 
 |         Condition mFrameAvailableCondition; | 
 |         Condition mFrameFinishCondition; | 
 |     }; | 
 |  | 
 |     virtual void SetUp() { | 
 |         SurfaceTextureGLToGLTest::SetUp(); | 
 |         mFC = new FrameCondition(); | 
 |         mST->setFrameAvailableListener(mFC); | 
 |     } | 
 |  | 
 |     virtual void TearDown() { | 
 |         if (mProducerThread != nullptr) { | 
 |             mProducerThread->requestExitAndWait(); | 
 |         } | 
 |         mProducerThread.clear(); | 
 |         mFC.clear(); | 
 |         SurfaceTextureGLToGLTest::TearDown(); | 
 |     } | 
 |  | 
 |     void runProducerThread(const sp<ProducerThread> producerThread) { | 
 |         ASSERT_TRUE(mProducerThread == nullptr); | 
 |         mProducerThread = producerThread; | 
 |         producerThread->setEglObjects(mEglDisplay, mProducerEglSurface, | 
 |                 mProducerEglContext); | 
 |         producerThread->run("ProducerThread"); | 
 |     } | 
 |  | 
 |     sp<ProducerThread> mProducerThread; | 
 |     sp<FrameCondition> mFC; | 
 | }; | 
 |  | 
 | } // namespace android | 
 |  | 
 | #endif |