|  | /* | 
|  | * 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 |