First-pass for the new RenderEngine interface.
Includes separate test suite just for renderengine, so that we can test
against the interface directly.
I'll try to sync the interface definition in go/re-interface-cleanup
with whatever we land on here.
TODOs (future cls):
* Adding/deleting textures (move SF texture pool behind renderengine?)
* BufferLayer::bindTextureImage should probably move behind RE since
there's some duplicated code.
Bug: 117103231
Change-Id: Ib155b47c7c2ebbb9a23075a8534bd2842e846b9e
Test: test-renderengine
diff --git a/services/surfaceflinger/RenderEngine/tests/RenderEngineTest.cpp b/services/surfaceflinger/RenderEngine/tests/RenderEngineTest.cpp
new file mode 100644
index 0000000..345c7ea
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/tests/RenderEngineTest.cpp
@@ -0,0 +1,52 @@
+/*
+ * Copyright 2018 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.
+ */
+
+#include <gtest/gtest.h>
+
+#include <renderengine/RenderEngine.h>
+#include <ui/PixelFormat.h>
+
+namespace android {
+
+class RenderEngineTest : public ::testing::Test {
+public:
+ RenderEngineTest() {
+ // Initialize with some sane defaults.
+ // TODO(alecmouri): This should probably be the same instance used by
+ // SurfaceFlinger eventually.
+ mRE = renderengine::RenderEngine::create(static_cast<int32_t>(ui::PixelFormat::RGBA_8888),
+ 0);
+ }
+
+ status_t drawEmptyLayers() {
+ renderengine::DisplaySettings settings;
+ std::vector<renderengine::LayerSettings> layers;
+ // Meaningless buffer since we don't do any drawing
+ sp<GraphicBuffer> buffer = new GraphicBuffer();
+ base::unique_fd fence;
+ return mRE->drawLayers(settings, layers, buffer->getNativeBuffer(), &fence);
+ }
+
+private:
+ std::unique_ptr<renderengine::RenderEngine> mRE;
+};
+
+TEST_F(RenderEngineTest, drawLayers_noLayersToDraw_works) {
+ status_t result = drawEmptyLayers();
+ ASSERT_EQ(NO_ERROR, result);
+}
+
+} // namespace android