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_test.cpp b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp
new file mode 100644
index 0000000..115a47d
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp
@@ -0,0 +1,389 @@
+/*
+ * 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.
+ */
+
+#define LOG_TAG "SurfaceTextureMultiContextGL_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureMultiContextGL.h"
+
+#include "FillBuffer.h"
+
+#include <GLES/glext.h>
+
+namespace android {
+
+TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Attempt to latch the texture on the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+ ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Check that the GL texture was deleted.
+ EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ DetachFromContextSucceedsAfterProducerDisconnect) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Check that the GL texture was deleted.
+ EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Attempt to detach from the primary context.
+ mST->abandon();
+ ASSERT_EQ(NO_INIT, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attempt to detach from the primary context again.
+ ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Make there be no current display.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
+ EGL_NO_CONTEXT));
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+ // Attempt to detach from the primary context.
+ ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Make current context be incorrect.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+ // Attempt to detach from the primary context.
+ ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attempt to latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Verify that the texture object was created and bound.
+ GLint texBinding = -1;
+ glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+ EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+ // Try to use the texture from the secondary context.
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glViewport(0, 0, 1, 1);
+ mSecondTextureRenderer->drawTexture();
+ ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
+ ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ AttachToContextSucceedsAfterProducerDisconnect) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Verify that the texture object was created and bound.
+ GLint texBinding = -1;
+ glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+ EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+ // Try to use the texture from the secondary context.
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glViewport(0, 0, 1, 1);
+ mSecondTextureRenderer->drawTexture();
+ ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+ ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ AttachToContextSucceedsBeforeUpdateTexImage) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Detach from the primary context.
+ native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Verify that the texture object was created and bound.
+ GLint texBinding = -1;
+ glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+ EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Try to use the texture from the secondary context.
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glViewport(0, 0, 1, 1);
+ mSecondTextureRenderer->drawTexture();
+ ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+ ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attempt to attach to the secondary context.
+ mST->abandon();
+
+ // Attempt to attach to the primary context.
+ ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Attempt to attach to the primary context.
+ ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Attempt to attach to the primary context.
+ ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Make there be no current display.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
+ EGL_NO_CONTEXT));
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+ // Attempt to attach with no context current.
+ ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Detach from the secondary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the tertiary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mThirdEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
+
+ // Verify that the texture object was created and bound.
+ GLint texBinding = -1;
+ glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+ EXPECT_EQ(THIRD_TEX_ID, texBinding);
+
+ // Try to use the texture from the tertiary context.
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glViewport(0, 0, 1, 1);
+ mThirdTextureRenderer->drawTexture();
+ ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+ ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Detach from the primary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the secondary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Detach from the secondary context.
+ ASSERT_EQ(OK, mST->detachFromContext());
+
+ // Attach to the tertiary context.
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mThirdEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
+
+ // Verify that the texture object was created and bound.
+ GLint texBinding = -1;
+ glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+ EXPECT_EQ(THIRD_TEX_ID, texBinding);
+
+ // Latch the texture contents on the tertiary context.
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // Try to use the texture from the tertiary context.
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glViewport(0, 0, 1, 1);
+ mThirdTextureRenderer->drawTexture();
+ ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+ ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+ UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
+ ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
+
+ // produce two frames and consume them both on the primary context
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // produce one more frame
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Detach from the primary context and attach to the secondary context
+ ASSERT_EQ(OK, mST->detachFromContext());
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Consume final frame on secondary context
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+}
+
+} // namespace android