| Dan Stoza | cb1fcde | 2013-12-03 12:37:36 -0800 | [diff] [blame] | 1 | /* | 
|  | 2 | * Copyright 2013 The Android Open Source Project | 
|  | 3 | * | 
|  | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | 5 | * you may not use this file except in compliance with the License. | 
|  | 6 | * You may obtain a copy of the License at | 
|  | 7 | * | 
|  | 8 | *      http://www.apache.org/licenses/LICENSE-2.0 | 
|  | 9 | * | 
|  | 10 | * Unless required by applicable law or agreed to in writing, software | 
|  | 11 | * distributed under the License is distributed on an "AS IS" BASIS, | 
|  | 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | 13 | * See the License for the specific language governing permissions and | 
|  | 14 | * limitations under the License. | 
|  | 15 | */ | 
|  | 16 |  | 
|  | 17 | #include "TextureRenderer.h" | 
|  | 18 |  | 
|  | 19 | #include "GLTest.h" | 
|  | 20 |  | 
|  | 21 | #include <gui/GLConsumer.h> | 
|  | 22 |  | 
|  | 23 | #include <GLES2/gl2.h> | 
|  | 24 | #include <GLES2/gl2ext.h> | 
|  | 25 |  | 
|  | 26 | #include <gtest/gtest.h> | 
|  | 27 |  | 
|  | 28 | namespace android { | 
|  | 29 |  | 
|  | 30 | TextureRenderer::TextureRenderer(GLuint texName, | 
| Pablo Ceballos | 53390e1 | 2015-08-04 11:25:59 -0700 | [diff] [blame] | 31 | const sp<GLConsumer>& st) : mTexName(texName), mST(st), mPgm(0), | 
|  | 32 | mPositionHandle(-1), mTexSamplerHandle(-1), mTexMatrixHandle(-1) { | 
| Dan Stoza | cb1fcde | 2013-12-03 12:37:36 -0800 | [diff] [blame] | 33 | } | 
|  | 34 |  | 
|  | 35 | void TextureRenderer::SetUp() { | 
|  | 36 | const char vsrc[] = | 
|  | 37 | "attribute vec4 vPosition;\n" | 
|  | 38 | "varying vec2 texCoords;\n" | 
|  | 39 | "uniform mat4 texMatrix;\n" | 
|  | 40 | "void main() {\n" | 
|  | 41 | "  vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" | 
|  | 42 | "  texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n" | 
|  | 43 | "  gl_Position = vPosition;\n" | 
|  | 44 | "}\n"; | 
|  | 45 |  | 
|  | 46 | const char fsrc[] = | 
|  | 47 | "#extension GL_OES_EGL_image_external : require\n" | 
|  | 48 | "precision mediump float;\n" | 
|  | 49 | "uniform samplerExternalOES texSampler;\n" | 
|  | 50 | "varying vec2 texCoords;\n" | 
|  | 51 | "void main() {\n" | 
|  | 52 | "  gl_FragColor = texture2D(texSampler, texCoords);\n" | 
|  | 53 | "}\n"; | 
|  | 54 |  | 
|  | 55 | { | 
|  | 56 | SCOPED_TRACE("creating shader program"); | 
|  | 57 | ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm)); | 
|  | 58 | } | 
|  | 59 |  | 
|  | 60 | mPositionHandle = glGetAttribLocation(mPgm, "vPosition"); | 
|  | 61 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 62 | ASSERT_NE(-1, mPositionHandle); | 
|  | 63 | mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler"); | 
|  | 64 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 65 | ASSERT_NE(-1, mTexSamplerHandle); | 
|  | 66 | mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix"); | 
|  | 67 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 68 | ASSERT_NE(-1, mTexMatrixHandle); | 
|  | 69 | } | 
|  | 70 |  | 
|  | 71 | // drawTexture draws the GLConsumer over the entire GL viewport. | 
|  | 72 | void TextureRenderer::drawTexture() { | 
|  | 73 | static const GLfloat triangleVertices[] = { | 
|  | 74 | -1.0f, 1.0f, | 
|  | 75 | -1.0f, -1.0f, | 
|  | 76 | 1.0f, -1.0f, | 
|  | 77 | 1.0f, 1.0f, | 
|  | 78 | }; | 
|  | 79 |  | 
|  | 80 | glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, | 
|  | 81 | triangleVertices); | 
|  | 82 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 83 | glEnableVertexAttribArray(mPositionHandle); | 
|  | 84 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 85 |  | 
|  | 86 | glUseProgram(mPgm); | 
|  | 87 | glUniform1i(mTexSamplerHandle, 0); | 
|  | 88 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 89 | glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName); | 
|  | 90 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 91 |  | 
|  | 92 | // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as | 
|  | 93 | // they're setting the defautls for that target, but when hacking | 
|  | 94 | // things to use GL_TEXTURE_2D they are needed to achieve the same | 
|  | 95 | // behavior. | 
|  | 96 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, | 
|  | 97 | GL_LINEAR); | 
|  | 98 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 99 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, | 
|  | 100 | GL_LINEAR); | 
|  | 101 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 102 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, | 
|  | 103 | GL_CLAMP_TO_EDGE); | 
|  | 104 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 105 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, | 
|  | 106 | GL_CLAMP_TO_EDGE); | 
|  | 107 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 108 |  | 
|  | 109 | GLfloat texMatrix[16]; | 
|  | 110 | mST->getTransformMatrix(texMatrix); | 
|  | 111 | glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix); | 
|  | 112 |  | 
|  | 113 | glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | 
|  | 114 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); | 
|  | 115 | } | 
|  | 116 |  | 
|  | 117 | } // namespace android |