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