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/SurfaceTextureMultiContextGL.h b/libs/gui/tests/SurfaceTextureMultiContextGL.h
new file mode 100644
index 0000000..7934bbc
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureMultiContextGL.h
@@ -0,0 +1,84 @@
+/*
+ * 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_MULTI_CONTEXT_GL_H
+#define ANDROID_SURFACE_TEXTURE_MULTI_CONTEXT_GL_H
+
+#include "SurfaceTextureGL.h"
+
+namespace android {
+
+class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest {
+protected:
+    enum { SECOND_TEX_ID = 123 };
+    enum { THIRD_TEX_ID = 456 };
+
+    SurfaceTextureMultiContextGLTest():
+            mSecondEglContext(EGL_NO_CONTEXT) {
+    }
+
+    virtual void SetUp() {
+        SurfaceTextureGLTest::SetUp();
+
+        // Set up the secondary context and texture renderer.
+        mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+                EGL_NO_CONTEXT, getContextAttribs());
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
+
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mSecondEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mSecondTextureRenderer = new TextureRenderer(SECOND_TEX_ID, mST);
+        ASSERT_NO_FATAL_FAILURE(mSecondTextureRenderer->SetUp());
+
+        // Set up the tertiary context and texture renderer.
+        mThirdEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+                EGL_NO_CONTEXT, getContextAttribs());
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mThirdEglContext);
+
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mThirdEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mThirdTextureRenderer = new TextureRenderer(THIRD_TEX_ID, mST);
+        ASSERT_NO_FATAL_FAILURE(mThirdTextureRenderer->SetUp());
+
+        // Switch back to the primary context to start the tests.
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mEglContext));
+    }
+
+    virtual void TearDown() {
+        if (mThirdEglContext != EGL_NO_CONTEXT) {
+            eglDestroyContext(mEglDisplay, mThirdEglContext);
+        }
+        if (mSecondEglContext != EGL_NO_CONTEXT) {
+            eglDestroyContext(mEglDisplay, mSecondEglContext);
+        }
+        SurfaceTextureGLTest::TearDown();
+    }
+
+    EGLContext mSecondEglContext;
+    sp<TextureRenderer> mSecondTextureRenderer;
+
+    EGLContext mThirdEglContext;
+    sp<TextureRenderer> mThirdTextureRenderer;
+};
+
+}
+
+#endif