libgui: Add plumbing for active rectangle
This change adds the plumbing to SurfaceTextureClient, BufferQueue, and
SurfaceTexture to get the active rectangle passed to the ANativeWindow to
the buffer consumer.
Change-Id: I35da0889b266327ebb079b6a7136fa3e2e8b00e6
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index cfe89bc..cff4476 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -389,6 +389,8 @@
mANW = mSTC;
mTextureRenderer = new TextureRenderer(TEX_ID, mST);
ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp());
+ mFW = new FrameWaiter;
+ mST->setFrameAvailableListener(mFW);
}
virtual void TearDown() {
@@ -577,6 +579,7 @@
sp<SurfaceTextureClient> mSTC;
sp<ANativeWindow> mANW;
sp<TextureRenderer> mTextureRenderer;
+ sp<FrameWaiter> mFW;
};
// Fill a YV12 buffer with a multi-colored checkerboard pattern
@@ -941,9 +944,6 @@
const TestPixel* mTestPixels;
};
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
sp<Thread> pt(new ProducerThread(mANW, testPixels));
pt->run();
@@ -954,8 +954,8 @@
// We wait for the first two frames up front so that the producer will be
// likely to dequeue the buffer that's currently being textured from.
- fw->waitForFrame();
- fw->waitForFrame();
+ mFW->waitForFrame();
+ mFW->waitForFrame();
for (int i = 0; i < numFrames; i++) {
SCOPED_TRACE(String8::format("frame %d", i).string());
@@ -965,7 +965,7 @@
// then the producer and consumer will get out of sync, which will cause
// a deadlock.
if (i > 1) {
- fw->waitForFrame();
+ mFW->waitForFrame();
}
mST->updateTexImage();
drawTexture();
@@ -1142,7 +1142,8 @@
TEST_F(SurfaceTextureGLTest, DisconnectClearsCurrentTexture) {
ASSERT_EQ(OK, mST->setSynchronousMode(true));
- native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_EGL);
+ ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+ NATIVE_WINDOW_API_EGL));
ANativeWindowBuffer *anb;
@@ -1155,16 +1156,22 @@
EXPECT_EQ(OK,mST->updateTexImage());
EXPECT_EQ(OK,mST->updateTexImage());
- native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL);
- native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_EGL);
+ ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+ NATIVE_WINDOW_API_EGL));
+ ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+ NATIVE_WINDOW_API_EGL));
ASSERT_EQ(OK, mST->setSynchronousMode(true));
- EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
+ EXPECT_EQ(OK, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
// Will fail here if mCurrentTexture is not cleared properly
+ mFW->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
+
+ ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+ NATIVE_WINDOW_API_EGL));
}
TEST_F(SurfaceTextureGLTest, ScaleToWindowMode) {
@@ -1179,7 +1186,8 @@
// The consumer image size (16 x 9) ratio
mST->setDefaultBufferSize(1280, 720);
- native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU);
+ ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+ NATIVE_WINDOW_API_CPU));
ANativeWindowBuffer *anb;
@@ -1187,11 +1195,13 @@
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &odd));
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
+ mFW->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
Rect r = mST->getCurrentCrop();
assertRectEq(Rect(23, 78, 123, 477), r);
- native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL);
+ ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+ NATIVE_WINDOW_API_CPU));
}
// This test ensures the scaling mode does the right thing
@@ -1219,6 +1229,7 @@
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &standard));
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
+ mFW->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
Rect r = mST->getCurrentCrop();
// crop should be the same as crop (same aspect ratio)
@@ -1229,6 +1240,7 @@
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &wide));
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
+ mFW->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
r = mST->getCurrentCrop();
// crop should be the same height, but have cropped left and right borders
@@ -1240,6 +1252,7 @@
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &narrow));
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
+ mFW->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
r = mST->getCurrentCrop();
// crop should be the same width, but have cropped top and bottom borders
@@ -1249,6 +1262,28 @@
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
}
+TEST_F(SurfaceTextureGLTest, GetCurrentActiveRectWorks) {
+ ASSERT_EQ(OK, mST->setSynchronousMode(true));
+
+ ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+ NATIVE_WINDOW_API_CPU));
+
+ ANativeWindowBuffer *anb;
+
+ android_native_rect_t odd = {23, 78, 123, 477};
+ ASSERT_EQ(OK, native_window_set_active_rect(mANW.get(), &odd));
+ EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
+ EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
+ mFW->waitForFrame();
+ EXPECT_EQ(OK,mST->updateTexImage());
+ Rect r = mST->getCurrentCrop();
+ assertRectEq(Rect(23, 78, 123, 477), r);
+
+ ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+ NATIVE_WINDOW_API_CPU));
+}
+
+
TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
class ProducerThread : public Thread {
public:
@@ -1304,16 +1339,14 @@
Mutex mMutex;
};
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
ASSERT_EQ(OK, mST->setSynchronousMode(true));
ASSERT_EQ(OK, mST->setBufferCountServer(2));
sp<Thread> pt(new ProducerThread(mANW));
pt->run();
- fw->waitForFrame();
- fw->waitForFrame();
+ mFW->waitForFrame();
+ mFW->waitForFrame();
// Sleep for 100ms to allow the producer thread's dequeueBuffer call to
// block waiting for a buffer to become available.
@@ -1471,9 +1504,6 @@
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
sp<GraphicBuffer> buffers[2];
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
// This test requires async mode to run on a single thread.
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
@@ -1493,7 +1523,7 @@
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
- fw->waitForFrame();
+ mFW->waitForFrame();
mST->updateTexImage();
buffers[i] = mST->getCurrentBuffer();
}
@@ -1519,9 +1549,6 @@
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
sp<GraphicBuffer> buffers[3];
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
// This test requires async mode to run on a single thread.
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
mProducerEglSurface, mProducerEglContext));
@@ -1542,7 +1569,7 @@
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext));
ASSERT_EQ(EGL_SUCCESS, eglGetError());
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
buffers[i] = mST->getCurrentBuffer();
}
@@ -2239,13 +2266,10 @@
};
TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to latch the texture on the secondary context.
@@ -2256,13 +2280,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2274,13 +2295,10 @@
TEST_F(SurfaceTextureMultiContextGLTest,
DetachFromContextSucceedsAfterProducerDisconnect) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2292,13 +2310,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to detach from the primary context.
@@ -2307,13 +2322,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2324,13 +2336,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Make there be no current display.
@@ -2343,13 +2352,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Make current context be incorrect.
@@ -2362,27 +2368,21 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
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.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2409,13 +2409,10 @@
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsAfterProducerDisconnect) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2443,9 +2440,6 @@
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsBeforeUpdateTexImage) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context.
@@ -2463,7 +2457,7 @@
EXPECT_EQ(SECOND_TEX_ID, texBinding);
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Try to use the texture from the secondary context.
@@ -2476,13 +2470,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2496,13 +2487,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Attempt to attach to the primary context.
@@ -2511,9 +2499,6 @@
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Attempt to attach to the primary context.
@@ -2521,13 +2506,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2543,13 +2525,10 @@
}
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Latch the texture contents on the primary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Detach from the primary context.
@@ -2584,9 +2563,6 @@
TEST_F(SurfaceTextureMultiContextGLTest,
AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
- sp<FrameWaiter> fw(new FrameWaiter);
- mST->setFrameAvailableListener(fw);
-
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context.
@@ -2611,7 +2587,7 @@
EXPECT_EQ(THIRD_TEX_ID, texBinding);
// Latch the texture contents on the tertiary context.
- fw->waitForFrame();
+ mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// Try to use the texture from the tertiary context.