Creating a threaded version of the Render Engine.

This class contains a thread. Each time a function of this class is called,
we create a lambda function that is put on a queue. The main thread then
executes the functions in order.

In V1, all elements are passed by reference, and the main thread blocks on
the execution of this thread. In the future iterations, the lambda makes
copies of elements that should exist regardless of what happens to the thread
that calls into this thread.

go/speculative-render-engine for more info.

Test: Activate blur. Collect systrace.
Test: Open Chrome. Collect systrace.
Test: atest RenderEngineThreadedTest
Bug: 155929501
Change-Id: I246c6c1abb77a4c96c0867e722757326f8069b16
diff --git a/libs/renderengine/tests/RenderEngineThreadedTest.cpp b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
new file mode 100644
index 0000000..117af0f
--- /dev/null
+++ b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
@@ -0,0 +1,222 @@
+/*
+ * Copyright 2020 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 <cutils/properties.h>
+#include <gmock/gmock.h>
+#include <gtest/gtest.h>
+#include <renderengine/mock/RenderEngine.h>
+#include "../threaded/RenderEngineThreaded.h"
+
+namespace android {
+
+using testing::_;
+using testing::Eq;
+using testing::Mock;
+using testing::Return;
+
+struct RenderEngineThreadedTest : public ::testing::Test {
+    RenderEngineThreadedTest() {
+        sThreadedRE->setRenderEngine(std::unique_ptr<renderengine::RenderEngine>(mRenderEngine));
+    }
+
+    ~RenderEngineThreadedTest() {}
+
+    static void SetUpTestSuite() {
+        sThreadedRE = renderengine::threaded::RenderEngineThreaded::create(
+                renderengine::RenderEngineCreationArgs::Builder()
+                        .setRenderEngineType(renderengine::RenderEngine::RenderEngineType::THREADED)
+                        .build());
+    }
+
+    static void TearDownTestSuite() { sThreadedRE = nullptr; }
+
+    // To avoid creating RE on every instantiation of the test, it is kept as a static variable.
+    static std::unique_ptr<renderengine::threaded::RenderEngineThreaded> sThreadedRE;
+    renderengine::mock::RenderEngine* mRenderEngine = new renderengine::mock::RenderEngine();
+};
+
+std::unique_ptr<renderengine::threaded::RenderEngineThreaded>
+        RenderEngineThreadedTest::sThreadedRE = nullptr;
+
+TEST_F(RenderEngineThreadedTest, dump) {
+    std::string testString = "XYZ";
+    EXPECT_CALL(*mRenderEngine, dump(_));
+    sThreadedRE->dump(testString);
+}
+
+TEST_F(RenderEngineThreadedTest, primeCache) {
+    EXPECT_CALL(*mRenderEngine, primeCache());
+    sThreadedRE->primeCache();
+}
+
+TEST_F(RenderEngineThreadedTest, genTextures) {
+    uint32_t texName;
+    EXPECT_CALL(*mRenderEngine, genTextures(1, &texName));
+    sThreadedRE->genTextures(1, &texName);
+}
+
+TEST_F(RenderEngineThreadedTest, deleteTextures) {
+    uint32_t texName;
+    EXPECT_CALL(*mRenderEngine, deleteTextures(1, &texName));
+    sThreadedRE->deleteTextures(1, &texName);
+}
+
+TEST_F(RenderEngineThreadedTest, bindExternalBuffer_nullptrBuffer) {
+    EXPECT_CALL(*mRenderEngine, bindExternalTextureBuffer(0, Eq(nullptr), Eq(nullptr)))
+            .WillOnce(Return(BAD_VALUE));
+    status_t result = sThreadedRE->bindExternalTextureBuffer(0, nullptr, nullptr);
+    ASSERT_EQ(BAD_VALUE, result);
+}
+
+TEST_F(RenderEngineThreadedTest, bindExternalBuffer_withBuffer) {
+    sp<GraphicBuffer> buf = new GraphicBuffer();
+    EXPECT_CALL(*mRenderEngine, bindExternalTextureBuffer(0, buf, Eq(nullptr)))
+            .WillOnce(Return(NO_ERROR));
+    status_t result = sThreadedRE->bindExternalTextureBuffer(0, buf, nullptr);
+    ASSERT_EQ(NO_ERROR, result);
+}
+
+TEST_F(RenderEngineThreadedTest, cacheExternalTextureBuffer_nullptr) {
+    EXPECT_CALL(*mRenderEngine, cacheExternalTextureBuffer(Eq(nullptr)));
+    sThreadedRE->cacheExternalTextureBuffer(nullptr);
+}
+
+TEST_F(RenderEngineThreadedTest, cacheExternalTextureBuffer_withBuffer) {
+    sp<GraphicBuffer> buf = new GraphicBuffer();
+    EXPECT_CALL(*mRenderEngine, cacheExternalTextureBuffer(buf));
+    sThreadedRE->cacheExternalTextureBuffer(buf);
+}
+
+TEST_F(RenderEngineThreadedTest, unbindExternalTextureBuffer) {
+    EXPECT_CALL(*mRenderEngine, unbindExternalTextureBuffer(0x0));
+    sThreadedRE->unbindExternalTextureBuffer(0x0);
+}
+
+TEST_F(RenderEngineThreadedTest, bindFrameBuffer_returnsBadValue) {
+    std::unique_ptr<renderengine::Framebuffer> framebuffer;
+    EXPECT_CALL(*mRenderEngine, bindFrameBuffer(framebuffer.get())).WillOnce(Return(BAD_VALUE));
+    status_t result = sThreadedRE->bindFrameBuffer(framebuffer.get());
+    ASSERT_EQ(BAD_VALUE, result);
+}
+
+TEST_F(RenderEngineThreadedTest, bindFrameBuffer_returnsNoError) {
+    std::unique_ptr<renderengine::Framebuffer> framebuffer;
+    EXPECT_CALL(*mRenderEngine, bindFrameBuffer(framebuffer.get())).WillOnce(Return(NO_ERROR));
+    status_t result = sThreadedRE->bindFrameBuffer(framebuffer.get());
+    ASSERT_EQ(NO_ERROR, result);
+}
+
+TEST_F(RenderEngineThreadedTest, unbindFrameBuffer) {
+    std::unique_ptr<renderengine::Framebuffer> framebuffer;
+    EXPECT_CALL(*mRenderEngine, unbindFrameBuffer(framebuffer.get()));
+    sThreadedRE->unbindFrameBuffer(framebuffer.get());
+}
+
+TEST_F(RenderEngineThreadedTest, getMaxTextureSize_returns20) {
+    size_t size = 20;
+    EXPECT_CALL(*mRenderEngine, getMaxTextureSize()).WillOnce(Return(size));
+    size_t result = sThreadedRE->getMaxTextureSize();
+    ASSERT_EQ(size, result);
+}
+
+TEST_F(RenderEngineThreadedTest, getMaxTextureSize_returns0) {
+    size_t size = 0;
+    EXPECT_CALL(*mRenderEngine, getMaxTextureSize()).WillOnce(Return(size));
+    size_t result = sThreadedRE->getMaxTextureSize();
+    ASSERT_EQ(size, result);
+}
+
+TEST_F(RenderEngineThreadedTest, getMaxViewportDims_returns20) {
+    size_t dims = 20;
+    EXPECT_CALL(*mRenderEngine, getMaxViewportDims()).WillOnce(Return(dims));
+    size_t result = sThreadedRE->getMaxViewportDims();
+    ASSERT_EQ(dims, result);
+}
+
+TEST_F(RenderEngineThreadedTest, getMaxViewportDims_returns0) {
+    size_t dims = 0;
+    EXPECT_CALL(*mRenderEngine, getMaxViewportDims()).WillOnce(Return(dims));
+    size_t result = sThreadedRE->getMaxViewportDims();
+    ASSERT_EQ(dims, result);
+}
+
+TEST_F(RenderEngineThreadedTest, isProtected_returnsFalse) {
+    EXPECT_CALL(*mRenderEngine, isProtected()).WillOnce(Return(false));
+    status_t result = sThreadedRE->isProtected();
+    ASSERT_EQ(false, result);
+}
+
+TEST_F(RenderEngineThreadedTest, isProtected_returnsTrue) {
+    EXPECT_CALL(*mRenderEngine, isProtected()).WillOnce(Return(true));
+    size_t result = sThreadedRE->isProtected();
+    ASSERT_EQ(true, result);
+}
+
+TEST_F(RenderEngineThreadedTest, supportsProtectedContent_returnsFalse) {
+    EXPECT_CALL(*mRenderEngine, supportsProtectedContent()).WillOnce(Return(false));
+    status_t result = sThreadedRE->supportsProtectedContent();
+    ASSERT_EQ(false, result);
+}
+
+TEST_F(RenderEngineThreadedTest, supportsProtectedContent_returnsTrue) {
+    EXPECT_CALL(*mRenderEngine, supportsProtectedContent()).WillOnce(Return(true));
+    status_t result = sThreadedRE->supportsProtectedContent();
+    ASSERT_EQ(true, result);
+}
+
+TEST_F(RenderEngineThreadedTest, useProtectedContext_returnsFalse) {
+    EXPECT_CALL(*mRenderEngine, useProtectedContext(false)).WillOnce(Return(false));
+    status_t result = sThreadedRE->useProtectedContext(false);
+    ASSERT_EQ(false, result);
+}
+
+TEST_F(RenderEngineThreadedTest, useProtectedContext_returnsTrue) {
+    EXPECT_CALL(*mRenderEngine, useProtectedContext(false)).WillOnce(Return(true));
+    status_t result = sThreadedRE->useProtectedContext(false);
+    ASSERT_EQ(true, result);
+}
+
+TEST_F(RenderEngineThreadedTest, cleanupPostRender_returnsFalse) {
+    EXPECT_CALL(*mRenderEngine, cleanupPostRender()).WillOnce(Return(false));
+    status_t result = sThreadedRE->cleanupPostRender();
+    ASSERT_EQ(false, result);
+}
+
+TEST_F(RenderEngineThreadedTest, cleanupPostRender_returnsTrue) {
+    EXPECT_CALL(*mRenderEngine, cleanupPostRender()).WillOnce(Return(true));
+    status_t result = sThreadedRE->cleanupPostRender();
+    ASSERT_EQ(true, result);
+}
+
+TEST_F(RenderEngineThreadedTest, drawLayers) {
+    renderengine::DisplaySettings settings;
+    std::vector<const renderengine::LayerSettings*> layers;
+    sp<GraphicBuffer> buffer = new GraphicBuffer();
+    base::unique_fd bufferFence;
+    base::unique_fd drawFence;
+
+    EXPECT_CALL(*mRenderEngine, drawLayers)
+            .WillOnce([](const renderengine::DisplaySettings&,
+                         const std::vector<const renderengine::LayerSettings*>&,
+                         const sp<GraphicBuffer>&, const bool, base::unique_fd&&,
+                         base::unique_fd*) -> status_t { return NO_ERROR; });
+
+    status_t result = sThreadedRE->drawLayers(settings, layers, buffer, false,
+                                              std::move(bufferFence), &drawFence);
+    ASSERT_EQ(NO_ERROR, result);
+}
+
+} // namespace android