Add extra tests for renderengine
* Test buffer binding methods
* Test caching, and fix a bug caught by these tests.
Test: librenderengine_test
Change-Id: I50623d3a3f0b77f541044354c70db9fb536e66c3
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index a2bbaff..8c93cf4 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -19,6 +19,7 @@
#include <renderengine/RenderEngine.h>
#include <sync/sync.h>
#include <ui/PixelFormat.h>
+#include "../gl/GLESRenderEngine.h"
constexpr int DEFAULT_DISPLAY_WIDTH = 128;
constexpr int DEFAULT_DISPLAY_HEIGHT = 256;
@@ -27,6 +28,19 @@
namespace android {
struct RenderEngineTest : public ::testing::Test {
+ static void SetUpTestSuite() {
+ sRE = renderengine::gl::GLESRenderEngine::create(static_cast<int32_t>(
+ ui::PixelFormat::RGBA_8888),
+ 0, 1);
+ }
+
+ static void TearDownTestSuite() {
+ // The ordering here is important - sCurrentBuffer must live longer
+ // than RenderEngine to avoid a null reference on tear-down.
+ sRE = nullptr;
+ sCurrentBuffer = nullptr;
+ }
+
static sp<GraphicBuffer> allocateDefaultBuffer() {
return new GraphicBuffer(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT,
HAL_PIXEL_FORMAT_RGBA_8888, 1,
@@ -101,12 +115,12 @@
DEFAULT_DISPLAY_HEIGHT - DEFAULT_DISPLAY_OFFSET);
}
- static void invokeDraw(renderengine::DisplaySettings settings,
- std::vector<renderengine::LayerSettings> layers,
- sp<GraphicBuffer> buffer) {
+ void invokeDraw(renderengine::DisplaySettings settings,
+ std::vector<renderengine::LayerSettings> layers, sp<GraphicBuffer> buffer) {
base::unique_fd fence;
status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(),
base::unique_fd(), &fence);
+ sCurrentBuffer = buffer;
int fd = fence.release();
if (fd >= 0) {
@@ -115,9 +129,12 @@
}
ASSERT_EQ(NO_ERROR, status);
+ if (layers.size() > 0) {
+ ASSERT_TRUE(sRE->isFramebufferImageCachedForTesting(buffer->getId()));
+ }
}
- static void drawEmptyLayers() {
+ void drawEmptyLayers() {
renderengine::DisplaySettings settings;
std::vector<renderengine::LayerSettings> layers;
// Meaningless buffer since we don't do any drawing
@@ -200,17 +217,22 @@
void clearRegion();
- // Dumb hack to get aroud the fact that tear-down for renderengine isn't
- // well defined right now, so we can't create multiple instances
- static std::unique_ptr<renderengine::RenderEngine> sRE;
+ // Keep around the same renderengine object to save on initialization time.
+ // For now, exercise the GL backend directly so that some caching specifics
+ // can be tested without changing the interface.
+ static std::unique_ptr<renderengine::gl::GLESRenderEngine> sRE;
+ // Dumb hack to avoid NPE in the EGL driver: the GraphicBuffer needs to
+ // be freed *after* RenderEngine is destroyed, so that the EGL image is
+ // destroyed first.
+ static sp<GraphicBuffer> sCurrentBuffer;
sp<GraphicBuffer> mBuffer;
std::vector<uint32_t> mTexNames;
};
-std::unique_ptr<renderengine::RenderEngine> RenderEngineTest::sRE =
- renderengine::RenderEngine::create(static_cast<int32_t>(ui::PixelFormat::RGBA_8888), 0, 1);
+std::unique_ptr<renderengine::gl::GLESRenderEngine> RenderEngineTest::sRE = nullptr;
+sp<GraphicBuffer> RenderEngineTest::sCurrentBuffer = nullptr;
struct ColorSourceVariant {
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
@@ -245,7 +267,7 @@
RenderEngineTest* fixture) {
sp<GraphicBuffer> buf = RenderEngineTest::allocateSourceBuffer(1, 1);
uint32_t texName;
- RenderEngineTest::sRE->genTextures(1, &texName);
+ fixture->sRE->genTextures(1, &texName);
fixture->mTexNames.push_back(texName);
uint8_t* pixels;
@@ -740,6 +762,38 @@
drawEmptyLayers();
}
+TEST_F(RenderEngineTest, drawLayers_nullOutputBuffer) {
+ renderengine::DisplaySettings settings;
+ std::vector<renderengine::LayerSettings> layers;
+ renderengine::LayerSettings layer;
+ layer.geometry.boundaries = fullscreenRect().toFloatRect();
+ BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
+ layers.push_back(layer);
+ base::unique_fd fence;
+ status_t status = sRE->drawLayers(settings, layers, nullptr, base::unique_fd(), &fence);
+
+ ASSERT_EQ(BAD_VALUE, status);
+}
+
+TEST_F(RenderEngineTest, drawLayers_nullOutputFence) {
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+
+ std::vector<renderengine::LayerSettings> layers;
+ renderengine::LayerSettings layer;
+ layer.geometry.boundaries = fullscreenRect().toFloatRect();
+ BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
+ layer.alpha = 1.0;
+ layers.push_back(layer);
+
+ status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(),
+ base::unique_fd(), nullptr);
+ sCurrentBuffer = mBuffer;
+ ASSERT_EQ(NO_ERROR, status);
+ expectBufferColor(fullscreenRect(), 255, 0, 0, 255);
+}
+
TEST_F(RenderEngineTest, drawLayers_fillRedBuffer_colorSource) {
fillRedBuffer<ColorSourceVariant>();
}
@@ -912,4 +966,41 @@
clearRegion();
}
+TEST_F(RenderEngineTest, drawLayers_fillsBufferAndCachesImages) {
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ settings.clip = fullscreenRect();
+
+ std::vector<renderengine::LayerSettings> layers;
+
+ renderengine::LayerSettings layer;
+ layer.geometry.boundaries = fullscreenRect().toFloatRect();
+ BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
+
+ layers.push_back(layer);
+ invokeDraw(settings, layers, mBuffer);
+ uint64_t bufferId = layer.source.buffer.buffer->getId();
+ EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
+ sRE->unbindExternalTextureBuffer(bufferId);
+ EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
+}
+
+TEST_F(RenderEngineTest, drawLayers_bindExternalBufferWithNullBuffer) {
+ status_t result = sRE->bindExternalTextureBuffer(0, nullptr, nullptr);
+ ASSERT_EQ(BAD_VALUE, result);
+}
+
+TEST_F(RenderEngineTest, drawLayers_bindExternalBufferCachesImages) {
+ sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
+ uint32_t texName;
+ sRE->genTextures(1, &texName);
+ mTexNames.push_back(texName);
+
+ sRE->bindExternalTextureBuffer(texName, buf, nullptr);
+ uint64_t bufferId = buf->getId();
+ EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));
+ sRE->unbindExternalTextureBuffer(bufferId);
+ EXPECT_FALSE(sRE->isImageCachedForTesting(bufferId));
+}
+
} // namespace android