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