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authorztenghui <ztenghui@google.com>2014-06-30 13:04:47 -0700
committerztenghui <ztenghui@google.com>2014-06-30 13:11:40 -0700
commitb4dabadd89f8a6928b51e809eec6425a3df9b593 (patch)
tree4f3d1e01490acc7a4091e7769caa0f1a00b7a106 /tests/HwAccelerationTest
parent9cb5b4c2d93acb9d6f5e14167e265c328c487d6b (diff)
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Preparing the new GL depth test.
Right now, the code is just copied from ApiDemos for the initial setup. Change-Id: I531f95faca744c7e91fadae189818af3d04a85ee
Diffstat (limited to 'tests/HwAccelerationTest')
-rw-r--r--tests/HwAccelerationTest/AndroidManifest.xml13
-rw-r--r--tests/HwAccelerationTest/res/drawable/robot.pngbin0 -> 5634 bytes
-rw-r--r--tests/HwAccelerationTest/src/com/android/test/hwui/GLDepthTestActivity.java318
3 files changed, 329 insertions, 2 deletions
diff --git a/tests/HwAccelerationTest/AndroidManifest.xml b/tests/HwAccelerationTest/AndroidManifest.xml
index 6b70631..544553e 100644
--- a/tests/HwAccelerationTest/AndroidManifest.xml
+++ b/tests/HwAccelerationTest/AndroidManifest.xml
@@ -349,7 +349,7 @@
<category android:name="com.android.test.hwui.TEST" />
</intent-filter>
</activity>
-
+
<activity
android:name="GLTextureViewActivity"
android:label="TextureView/OpenGL">
@@ -358,7 +358,7 @@
<category android:name="com.android.test.hwui.TEST" />
</intent-filter>
</activity>
-
+
<activity
android:name="BitmapMeshActivity"
android:label="Bitmaps/Mesh">
@@ -911,5 +911,14 @@
<category android:name="com.android.test.hwui.TEST" />
</intent-filter>
</activity>
+
+ <activity
+ android:name="GLDepthTestActivity"
+ android:label="Reordering/OpenGL Depth Test">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="com.android.test.hwui.TEST" />
+ </intent-filter>
+ </activity>
</application>
</manifest>
diff --git a/tests/HwAccelerationTest/res/drawable/robot.png b/tests/HwAccelerationTest/res/drawable/robot.png
new file mode 100644
index 0000000..8a9e698
--- /dev/null
+++ b/tests/HwAccelerationTest/res/drawable/robot.png
Binary files differ
diff --git a/tests/HwAccelerationTest/src/com/android/test/hwui/GLDepthTestActivity.java b/tests/HwAccelerationTest/src/com/android/test/hwui/GLDepthTestActivity.java
new file mode 100644
index 0000000..2ea5219
--- /dev/null
+++ b/tests/HwAccelerationTest/src/com/android/test/hwui/GLDepthTestActivity.java
@@ -0,0 +1,318 @@
+/*
+ * Copyright (C) 2014 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.
+ */
+
+package com.android.test.hwui;
+
+import android.app.Activity;
+import android.app.ActivityManager;
+import android.content.Context;
+import android.content.pm.ConfigurationInfo;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLUtils;
+import android.opengl.Matrix;
+import android.os.Bundle;
+import android.os.SystemClock;
+import android.util.Log;
+
+
+import java.io.IOException;
+import java.io.InputStream;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+/**
+ * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
+ * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
+ */
+public class GLDepthTestActivity extends Activity {
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mGLSurfaceView = new GLSurfaceView(this);
+ if (detectOpenGLES20()) {
+ // Tell the surface view we want to create an OpenGL ES
+ // 2.0-compatible
+ // context, and set an OpenGL ES 2.0-compatible renderer.
+ mGLSurfaceView.setEGLContextClientVersion(2);
+ mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this));
+ } else {
+ throw new IllegalStateException("Can't find OGL ES2.0 context");
+ }
+ setContentView(mGLSurfaceView);
+ }
+
+ private boolean detectOpenGLES20() {
+ ActivityManager am =
+ (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
+ ConfigurationInfo info = am.getDeviceConfigurationInfo();
+ return (info.reqGlEsVersion >= 0x20000);
+ }
+
+ @Override
+ protected void onResume() {
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onResume();
+ mGLSurfaceView.onResume();
+ }
+
+ @Override
+ protected void onPause() {
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onPause();
+ mGLSurfaceView.onPause();
+ }
+
+ private GLSurfaceView mGLSurfaceView;
+
+ /*
+ * Copyright (C) 2009 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.
+ */
+
+ class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
+
+ public GLES20TriangleRenderer(Context context) {
+ mContext = context;
+ mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
+ * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
+ mTriangleVertices.put(mTriangleVerticesData).position(0);
+ }
+
+ public void onDrawFrame(GL10 glUnused) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
+ GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
+ GLES20.glUseProgram(mProgram);
+ checkGlError("glUseProgram");
+
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
+
+ mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
+ GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+ checkGlError("glVertexAttribPointer maPosition");
+ mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
+ GLES20.glEnableVertexAttribArray(maPositionHandle);
+ checkGlError("glEnableVertexAttribArray maPositionHandle");
+ GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+ checkGlError("glVertexAttribPointer maTextureHandle");
+ GLES20.glEnableVertexAttribArray(maTextureHandle);
+ checkGlError("glEnableVertexAttribArray maTextureHandle");
+
+ long time = SystemClock.uptimeMillis() % 4000L;
+ float angle = 0.090f * ((int) time);
+ Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
+ Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
+ Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
+
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
+ checkGlError("glDrawArrays");
+ }
+
+ public void onSurfaceChanged(GL10 glUnused, int width, int height) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glViewport(0, 0, width, height);
+ float ratio = (float) width / height;
+ Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
+ }
+
+ public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ mProgram = createProgram(mVertexShader, mFragmentShader);
+ if (mProgram == 0) {
+ return;
+ }
+ maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
+ checkGlError("glGetAttribLocation aPosition");
+ if (maPositionHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for aPosition");
+ }
+ maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
+ checkGlError("glGetAttribLocation aTextureCoord");
+ if (maTextureHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for aTextureCoord");
+ }
+
+ muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
+ checkGlError("glGetUniformLocation uMVPMatrix");
+ if (muMVPMatrixHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for uMVPMatrix");
+ }
+
+ /*
+ * Create our texture. This has to be done each time the surface is
+ * created.
+ */
+
+ int[] textures = new int[1];
+ GLES20.glGenTextures(1, textures, 0);
+
+ mTextureID = textures[0];
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
+
+ GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
+ GLES20.GL_NEAREST);
+ GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
+ GLES20.GL_TEXTURE_MAG_FILTER,
+ GLES20.GL_LINEAR);
+
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
+ GLES20.GL_REPEAT);
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
+ GLES20.GL_REPEAT);
+
+ InputStream is = mContext.getResources()
+ .openRawResource(R.drawable.robot);
+ Bitmap bitmap;
+ try {
+ bitmap = BitmapFactory.decodeStream(is);
+ } finally {
+ try {
+ is.close();
+ } catch (IOException e) {
+ // Ignore.
+ }
+ }
+
+ GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
+ bitmap.recycle();
+
+ Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+ }
+
+ private int loadShader(int shaderType, String source) {
+ int shader = GLES20.glCreateShader(shaderType);
+ if (shader != 0) {
+ GLES20.glShaderSource(shader, source);
+ GLES20.glCompileShader(shader);
+ int[] compiled = new int[1];
+ GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
+ if (compiled[0] == 0) {
+ Log.e(TAG, "Could not compile shader " + shaderType + ":");
+ Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
+ GLES20.glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ return shader;
+ }
+
+ private int createProgram(String vertexSource, String fragmentSource) {
+ int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
+ if (vertexShader == 0) {
+ return 0;
+ }
+
+ int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
+ if (pixelShader == 0) {
+ return 0;
+ }
+
+ int program = GLES20.glCreateProgram();
+ if (program != 0) {
+ GLES20.glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader");
+ GLES20.glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader");
+ GLES20.glLinkProgram(program);
+ int[] linkStatus = new int[1];
+ GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
+ if (linkStatus[0] != GLES20.GL_TRUE) {
+ Log.e(TAG, "Could not link program: ");
+ Log.e(TAG, GLES20.glGetProgramInfoLog(program));
+ GLES20.glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ return program;
+ }
+
+ private void checkGlError(String op) {
+ int error;
+ while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
+ Log.e(TAG, op + ": glError " + error);
+ throw new RuntimeException(op + ": glError " + error);
+ }
+ }
+
+ private static final int FLOAT_SIZE_BYTES = 4;
+ private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+ private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
+ private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
+ private final float[] mTriangleVerticesData = {
+ // X, Y, Z, U, V
+ -1.0f, -0.5f, 0, -0.5f, 0.0f,
+ 1.0f, -0.5f, 0, 1.5f, -0.0f,
+ 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
+
+ private FloatBuffer mTriangleVertices;
+
+ private final String mVertexShader =
+ "uniform mat4 uMVPMatrix;\n" +
+ "attribute vec4 aPosition;\n" +
+ "attribute vec2 aTextureCoord;\n" +
+ "varying vec2 vTextureCoord;\n" +
+ "void main() {\n" +
+ " gl_Position = uMVPMatrix * aPosition;\n" +
+ " vTextureCoord = aTextureCoord;\n" +
+ "}\n";
+
+ private final String mFragmentShader =
+ "precision mediump float;\n" +
+ "varying vec2 vTextureCoord;\n" +
+ "uniform sampler2D sTexture;\n" +
+ "void main() {\n" +
+ " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
+ "}\n";
+
+ private float[] mMVPMatrix = new float[16];
+ private float[] mProjMatrix = new float[16];
+ private float[] mMMatrix = new float[16];
+ private float[] mVMatrix = new float[16];
+
+ private int mProgram;
+ private int mTextureID;
+ private int muMVPMatrixHandle;
+ private int maPositionHandle;
+ private int maTextureHandle;
+
+ private Context mContext;
+ private static final String TAG = "GLES20TriangleRenderer";
+ }
+
+}