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authorRomain Guy <romainguy@google.com>2011-07-19 17:20:35 -0700
committerRomain Guy <romainguy@google.com>2011-07-19 17:20:35 -0700
commit868a0aff31a5cccd285117131219f572fbf07362 (patch)
treebe71152d4584ebd88c80b85c6e389364df2d9137 /opengl/tests
parentd2f8b47f1bac7c323f4c28696a73e1822b79c52c (diff)
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Add new OpenGL test
Change-Id: Icab48d71945bf94dd53f58b728a951d46380d945
Diffstat (limited to 'opengl/tests')
-rw-r--r--opengl/tests/gl2_copyTexImage/Android.mk19
-rw-r--r--opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp467
2 files changed, 486 insertions, 0 deletions
diff --git a/opengl/tests/gl2_copyTexImage/Android.mk b/opengl/tests/gl2_copyTexImage/Android.mk
new file mode 100644
index 0000000..bef1f90
--- /dev/null
+++ b/opengl/tests/gl2_copyTexImage/Android.mk
@@ -0,0 +1,19 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+ gl2_copyTexImage.cpp
+
+LOCAL_SHARED_LIBRARIES := \
+ libcutils \
+ libEGL \
+ libGLESv2 \
+ libui
+
+LOCAL_MODULE:= test-opengl-gl2_copyTexImage
+
+LOCAL_MODULE_TAGS := optional
+
+LOCAL_CFLAGS := -DGL_GLEXT_PROTOTYPES
+
+include $(BUILD_EXECUTABLE)
diff --git a/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp
new file mode 100644
index 0000000..c2bfdec
--- /dev/null
+++ b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp
@@ -0,0 +1,467 @@
+/*
+ * Copyright (C) 2007 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.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+
+#include <EGL/egl.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <utils/Timers.h>
+
+#include <ui/FramebufferNativeWindow.h>
+#include <ui/EGLUtils.h>
+
+using namespace android;
+
+static void printGLString(const char *name, GLenum s) {
+ // fprintf(stderr, "printGLString %s, %d\n", name, s);
+ const char *v = (const char *) glGetString(s);
+ // int error = glGetError();
+ // fprintf(stderr, "glGetError() = %d, result of glGetString = %x\n", error,
+ // (unsigned int) v);
+ // if ((v < (const char*) 0) || (v > (const char*) 0x10000))
+ // fprintf(stderr, "GL %s = %s\n", name, v);
+ // else
+ // fprintf(stderr, "GL %s = (null) 0x%08x\n", name, (unsigned int) v);
+ fprintf(stderr, "GL %s = %s\n", name, v);
+}
+
+static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) {
+ if (returnVal != EGL_TRUE) {
+ fprintf(stderr, "%s() returned %d\n", op, returnVal);
+ }
+
+ for (EGLint error = eglGetError(); error != EGL_SUCCESS; error
+ = eglGetError()) {
+ fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error),
+ error);
+ }
+}
+
+static void checkGlError(const char* op) {
+ for (GLint error = glGetError(); error; error
+ = glGetError()) {
+ fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
+ }
+}
+
+static const char gVertexShader[] = "attribute vec4 vPosition;\n"
+ "void main() {\n"
+ " gl_Position = vPosition;\n"
+ "}\n";
+
+static const char gFragmentShader[] = "precision mediump float;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.5);\n"
+ "}\n";
+
+GLuint loadShader(GLenum shaderType, const char* pSource) {
+ GLuint shader = glCreateShader(shaderType);
+ if (shader) {
+ glShaderSource(shader, 1, &pSource, NULL);
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ GLint infoLen = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen) {
+ char* buf = (char*) malloc(infoLen);
+ if (buf) {
+ glGetShaderInfoLog(shader, infoLen, NULL, buf);
+ fprintf(stderr, "Could not compile shader %d:\n%s\n",
+ shaderType, buf);
+ free(buf);
+ }
+ glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ }
+ return shader;
+}
+
+GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
+ GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+ if (!vertexShader) {
+ return 0;
+ }
+
+ GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+ if (!pixelShader) {
+ return 0;
+ }
+
+ GLuint program = glCreateProgram();
+ if (program) {
+ glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader");
+ glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader");
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus != GL_TRUE) {
+ GLint bufLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+ if (bufLength) {
+ char* buf = (char*) malloc(bufLength);
+ if (buf) {
+ glGetProgramInfoLog(program, bufLength, NULL, buf);
+ fprintf(stderr, "Could not link program:\n%s\n", buf);
+ free(buf);
+ }
+ }
+ glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ return program;
+}
+
+GLuint gProgram;
+GLuint gTextureProgram;
+GLuint gvPositionHandle;
+GLuint gvTexturePositionHandle;
+GLuint gvTextureTexCoordsHandle;
+GLuint gvTextureSamplerHandle;
+GLuint gFbo;
+GLuint gTexture;
+GLuint gBufferTexture;
+
+static const char gSimpleVS[] =
+ "attribute vec4 position;\n"
+ "attribute vec2 texCoords;\n"
+ "varying vec2 outTexCoords;\n"
+ "\nvoid main(void) {\n"
+ " outTexCoords = texCoords;\n"
+ " gl_Position = position;\n"
+ "}\n\n";
+static const char gSimpleFS[] =
+ "precision mediump float;\n\n"
+ "varying vec2 outTexCoords;\n"
+ "uniform sampler2D texture;\n"
+ "\nvoid main(void) {\n"
+ " gl_FragColor = texture2D(texture, outTexCoords);\n"
+ "}\n\n";
+
+bool setupGraphics(int w, int h) {
+ gProgram = createProgram(gVertexShader, gFragmentShader);
+ if (!gProgram) {
+ return false;
+ }
+ gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
+ checkGlError("glGetAttribLocation");
+ fprintf(stderr, "glGetAttribLocation(\"vPosition\") = %d\n", gvPositionHandle);
+
+ gTextureProgram = createProgram(gSimpleVS, gSimpleFS);
+ if (!gTextureProgram) {
+ return false;
+ }
+ gvTexturePositionHandle = glGetAttribLocation(gTextureProgram, "position");
+ checkGlError("glGetAttribLocation");
+ gvTextureTexCoordsHandle = glGetAttribLocation(gTextureProgram, "texCoords");
+ checkGlError("glGetAttribLocation");
+ gvTextureSamplerHandle = glGetUniformLocation(gTextureProgram, "texture");
+ checkGlError("glGetAttribLocation");
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenTextures(1, &gTexture);
+ glBindTexture(GL_TEXTURE_2D, gTexture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenTextures(1, &gBufferTexture);
+ glBindTexture(GL_TEXTURE_2D, gBufferTexture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &gFbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, gFbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gTexture, 0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glViewport(0, 0, w, h);
+ checkGlError("glViewport");
+ return true;
+}
+
+const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
+ 0.5f, -0.5f };
+
+const GLint FLOAT_SIZE_BYTES = 4;
+const GLint TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+const GLfloat gTriangleVerticesData[] = {
+ // X, Y, Z, U, V
+ -1.0f, -1.0f, 0, 0.f, 0.f,
+ 1.0f, -1.0f, 0, 1.f, 0.f,
+ -1.0f, 1.0f, 0, 0.f, 1.f,
+ 1.0f, 1.0f, 0, 1.f, 1.f,
+};
+
+void renderFrame(GLint w, GLint h) {
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ checkGlError("glClearColor");
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ checkGlError("glClear");
+
+ // Bind FBO and draw into it
+ glBindFramebuffer(GL_FRAMEBUFFER, gFbo);
+ checkGlError("glBindFramebuffer");
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ checkGlError("glClearColor");
+ glClear(GL_COLOR_BUFFER_BIT);
+ checkGlError("glClear");
+
+ glUseProgram(gProgram);
+ checkGlError("glUseProgram");
+
+ glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
+ checkGlError("glVertexAttribPointer");
+ glEnableVertexAttribArray(gvPositionHandle);
+ checkGlError("glEnableVertexAttribArray");
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ checkGlError("glDrawArrays");
+
+ // Copy content of FBO into a texture
+ glBindTexture(GL_TEXTURE_2D, gBufferTexture);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w / 2, h / 2);
+ checkGlError("glCopyTexSubImage2D");
+
+ // Back to the display
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ checkGlError("glBindFramebuffer");
+
+ // Draw copied content on the screen
+ glUseProgram(gTextureProgram);
+ checkGlError("glUseProgram");
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ glVertexAttribPointer(gvTexturePositionHandle, 3, GL_FLOAT, GL_FALSE,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, gTriangleVerticesData);
+ checkGlError("glVertexAttribPointer");
+ glVertexAttribPointer(gvTextureTexCoordsHandle, 2, GL_FLOAT, GL_FALSE,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, &gTriangleVerticesData[3]);
+ checkGlError("glVertexAttribPointer");
+ glEnableVertexAttribArray(gvTexturePositionHandle);
+ glEnableVertexAttribArray(gvTextureTexCoordsHandle);
+ checkGlError("glEnableVertexAttribArray");
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ checkGlError("glDrawArrays");
+}
+
+void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {
+
+#define X(VAL) {VAL, #VAL}
+ struct {EGLint attribute; const char* name;} names[] = {
+ X(EGL_BUFFER_SIZE),
+ X(EGL_ALPHA_SIZE),
+ X(EGL_BLUE_SIZE),
+ X(EGL_GREEN_SIZE),
+ X(EGL_RED_SIZE),
+ X(EGL_DEPTH_SIZE),
+ X(EGL_STENCIL_SIZE),
+ X(EGL_CONFIG_CAVEAT),
+ X(EGL_CONFIG_ID),
+ X(EGL_LEVEL),
+ X(EGL_MAX_PBUFFER_HEIGHT),
+ X(EGL_MAX_PBUFFER_PIXELS),
+ X(EGL_MAX_PBUFFER_WIDTH),
+ X(EGL_NATIVE_RENDERABLE),
+ X(EGL_NATIVE_VISUAL_ID),
+ X(EGL_NATIVE_VISUAL_TYPE),
+ X(EGL_SAMPLES),
+ X(EGL_SAMPLE_BUFFERS),
+ X(EGL_SURFACE_TYPE),
+ X(EGL_TRANSPARENT_TYPE),
+ X(EGL_TRANSPARENT_RED_VALUE),
+ X(EGL_TRANSPARENT_GREEN_VALUE),
+ X(EGL_TRANSPARENT_BLUE_VALUE),
+ X(EGL_BIND_TO_TEXTURE_RGB),
+ X(EGL_BIND_TO_TEXTURE_RGBA),
+ X(EGL_MIN_SWAP_INTERVAL),
+ X(EGL_MAX_SWAP_INTERVAL),
+ X(EGL_LUMINANCE_SIZE),
+ X(EGL_ALPHA_MASK_SIZE),
+ X(EGL_COLOR_BUFFER_TYPE),
+ X(EGL_RENDERABLE_TYPE),
+ X(EGL_CONFORMANT),
+ };
+#undef X
+
+ for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) {
+ EGLint value = -1;
+ EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value);
+ EGLint error = eglGetError();
+ if (returnVal && error == EGL_SUCCESS) {
+ printf(" %s: ", names[j].name);
+ printf("%d (0x%x)", value, value);
+ }
+ }
+ printf("\n");
+}
+
+int printEGLConfigurations(EGLDisplay dpy) {
+ EGLint numConfig = 0;
+ EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig);
+ checkEglError("eglGetConfigs", returnVal);
+ if (!returnVal) {
+ return false;
+ }
+
+ printf("Number of EGL configuration: %d\n", numConfig);
+
+ EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig);
+ if (! configs) {
+ printf("Could not allocate configs.\n");
+ return false;
+ }
+
+ returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig);
+ checkEglError("eglGetConfigs", returnVal);
+ if (!returnVal) {
+ free(configs);
+ return false;
+ }
+
+ for(int i = 0; i < numConfig; i++) {
+ printf("Configuration %d\n", i);
+ printEGLConfiguration(dpy, configs[i]);
+ }
+
+ free(configs);
+ return true;
+}
+
+int main(int argc, char** argv) {
+ EGLBoolean returnValue;
+ EGLConfig myConfig = {0};
+
+ EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
+ EGLint s_configAttribs[] = {
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+ EGL_RED_SIZE, 8,
+ EGL_GREEN_SIZE, 8,
+ EGL_BLUE_SIZE, 8,
+ EGL_ALPHA_SIZE, 8,
+ EGL_NONE };
+ EGLint majorVersion;
+ EGLint minorVersion;
+ EGLContext context;
+ EGLSurface surface;
+ EGLint w, h;
+
+ EGLDisplay dpy;
+
+ checkEglError("<init>");
+ dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ checkEglError("eglGetDisplay");
+ if (dpy == EGL_NO_DISPLAY) {
+ printf("eglGetDisplay returned EGL_NO_DISPLAY.\n");
+ return 0;
+ }
+
+ returnValue = eglInitialize(dpy, &majorVersion, &minorVersion);
+ checkEglError("eglInitialize", returnValue);
+ fprintf(stderr, "EGL version %d.%d\n", majorVersion, minorVersion);
+ if (returnValue != EGL_TRUE) {
+ printf("eglInitialize failed\n");
+ return 0;
+ }
+
+ if (!printEGLConfigurations(dpy)) {
+ printf("printEGLConfigurations failed\n");
+ return 0;
+ }
+
+ checkEglError("printEGLConfigurations");
+
+ EGLNativeWindowType window = android_createDisplaySurface();
+ EGLint numConfigs = -1, n = 0;
+ eglChooseConfig(dpy, s_configAttribs, 0, 0, &numConfigs);
+ if (numConfigs) {
+ EGLConfig* const configs = new EGLConfig[numConfigs];
+ eglChooseConfig(dpy, s_configAttribs, configs, numConfigs, &n);
+ myConfig = configs[0];
+ delete[] configs;
+ }
+
+ checkEglError("EGLUtils::selectConfigForNativeWindow");
+
+ printf("Chose this configuration:\n");
+ printEGLConfiguration(dpy, myConfig);
+
+ surface = eglCreateWindowSurface(dpy, myConfig, window, NULL);
+ checkEglError("eglCreateWindowSurface");
+ if (surface == EGL_NO_SURFACE) {
+ printf("gelCreateWindowSurface failed.\n");
+ return 0;
+ }
+
+ context = eglCreateContext(dpy, myConfig, EGL_NO_CONTEXT, context_attribs);
+ checkEglError("eglCreateContext");
+ if (context == EGL_NO_CONTEXT) {
+ printf("eglCreateContext failed\n");
+ return 0;
+ }
+ returnValue = eglMakeCurrent(dpy, surface, surface, context);
+ checkEglError("eglMakeCurrent", returnValue);
+ if (returnValue != EGL_TRUE) {
+ return 0;
+ }
+ eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
+ checkEglError("eglQuerySurface");
+ eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
+ checkEglError("eglQuerySurface");
+ GLint dim = w < h ? w : h;
+
+ fprintf(stderr, "Window dimensions: %d x %d\n", w, h);
+
+ printGLString("Version", GL_VERSION);
+ printGLString("Vendor", GL_VENDOR);
+ printGLString("Renderer", GL_RENDERER);
+ printGLString("Extensions", GL_EXTENSIONS);
+
+ if(!setupGraphics(w, h)) {
+ fprintf(stderr, "Could not set up graphics.\n");
+ return 0;
+ }
+
+ for (;;) {
+ renderFrame(w, h);
+ eglSwapBuffers(dpy, surface);
+ checkEglError("eglSwapBuffers");
+ }
+
+ return 0;
+}