libgui: Split SurfaceTexture tests into more files
Extract the many different test fixtures and suites in SurfaceTexture_test.cpp
into separate files. No real functional changes, just tweaking headers to keep
things building (and adding a few copyright headers I forgot last time).
Change-Id: Id801bd5d617f0cc61d22508fb9b71b41694bdecf
diff --git a/libs/gui/tests/SurfaceTextureGLThreadToGL.h b/libs/gui/tests/SurfaceTextureGLThreadToGL.h
new file mode 100644
index 0000000..6410516
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGLThreadToGL.h
@@ -0,0 +1,183 @@
+/*
+ * 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() {
+ 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 != NULL) {
+ mProducerThread->requestExitAndWait();
+ }
+ mProducerThread.clear();
+ mFC.clear();
+ SurfaceTextureGLToGLTest::TearDown();
+ }
+
+ void runProducerThread(const sp<ProducerThread> producerThread) {
+ ASSERT_TRUE(mProducerThread == NULL);
+ mProducerThread = producerThread;
+ producerThread->setEglObjects(mEglDisplay, mProducerEglSurface,
+ mProducerEglContext);
+ producerThread->run();
+ }
+
+ sp<ProducerThread> mProducerThread;
+ sp<FrameCondition> mFC;
+};
+
+} // namespace android
+
+#endif