hwcomposer commandline test(s)

Add cnativewindow which provides a minimal bridge between EGL and hwcomposer or fbhal.
Add test-arrows, a trivial GLES2 test program to exercise this.

Change-Id: I60ece4378def6b6eda55437c215fc46a180ad7a3
diff --git a/tests/hwc/test-arrows.c b/tests/hwc/test-arrows.c
new file mode 100644
index 0000000..a35faa7
--- /dev/null
+++ b/tests/hwc/test-arrows.c
@@ -0,0 +1,164 @@
+/*
+ * Copyright (C) 2013 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 <EGL/egl.h>
+#include <GLES2/gl2.h>
+
+#include "util.h"
+
+static const char gVertexShader[] =
+	"attribute vec4 aPosition;\n"
+	"uniform mat4 uTransform;\n"
+	"varying vec4 vTexCoord;\n"
+	"void main() {\n"
+	"  gl_Position = aPosition * uTransform;\n"
+	"  vTexCoord = aPosition * vec4(1.0/16.0,-1.0/16.0,0.0,0.0);\n"
+	"}\n";
+
+static const char gFragmentShader[] =
+	"precision mediump float;\n"
+	"uniform sampler2D uTexture;\n"
+	"uniform float uAnim;\n"
+	"varying vec4 vTexCoord;\n"
+	"void main() {\n"
+	"  vec2 tc = vec2(vTexCoord.x, uAnim + vTexCoord.y);\n"
+	"  gl_FragColor = texture2D(uTexture, tc);\n"
+	"}\n";
+
+static GLuint pgm;
+static GLint aPosition, uTransform, uTexture, uAnim;
+
+static GLfloat vtx[2 * 3 * 2];
+static GLfloat mtx[16];
+
+//#define R (0xFF0000FF)
+#define R (0xFF000000)
+#define G (0xFF00FF00)
+uint32_t t32[] = {
+	R, R, R, R, R, R, R, G, G, R, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, G, G, G, G, G, G, R, R, R, R, R,
+	R, R, R, R, G, G, G, G, G, G, G, G, R, R, R, R,
+	R, R, R, G, G, G, G, G, G, G, G, G, G, R, R, R,
+	R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
+	R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
+	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
+	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
+	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
+};
+#undef R
+#undef G
+
+int prepare(int w, int h) {
+	GLuint texid;
+
+	int left = w / 4;
+	int top = h / 4;
+	int right = (w / 4) * 3;
+	int bottom = (h / 4) * 3;
+
+	vtx[0] = left;
+	vtx[1] = top;
+	vtx[2] = left;
+	vtx[3] = bottom;
+	vtx[4] = right;
+	vtx[5] = bottom;
+
+	vtx[6] = right;
+	vtx[7] = bottom;
+	vtx[8] = right;
+	vtx[9] = top;
+	vtx[10] = left;
+	vtx[11] = top;
+
+	matrix_init_ortho(mtx, w, h);
+
+	pgm = load_program(gVertexShader, gFragmentShader);
+	if (!pgm)
+		return -1;
+
+	aPosition = glGetAttribLocation(pgm, "aPosition");
+	uTexture = glGetUniformLocation(pgm, "uTexture");
+	uTransform = glGetUniformLocation(pgm, "uTransform");
+	uAnim = glGetUniformLocation(pgm, "uAnim");
+
+	glViewport(0, 0, w, h);
+
+	glGenTextures(1, &texid);
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D, texid);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+	glEnable(GL_TEXTURE_2D);
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
+		GL_RGBA, GL_UNSIGNED_BYTE, t32);
+
+	return 0;
+}
+
+static float anim = 0.0;
+
+void render() {
+	anim += 0.1;
+	if (anim >= 16.0) anim = 0.0;
+
+	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+	glUseProgram(pgm);
+	glUniform1i(uTexture, 0);
+	glUniform1f(uAnim, anim);
+	glUniformMatrix4fv(uTransform, 1, 0, mtx);
+	glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, vtx);
+	glEnableVertexAttribArray(aPosition);
+	glDrawArrays(GL_TRIANGLES, 0, 6);
+}
+
+int main(int argc, char **argv) {
+	EGLDisplay display;
+	EGLSurface surface;
+	int w, h, count;
+
+	if (argc > 1)
+		count = atoi(argv[1]);
+
+	if (egl_create(&display, &surface, &w, &h))
+		return -1;
+
+	if (prepare(w, h))
+		return -1;
+
+	for (;;) {
+		render();
+		eglSwapBuffers(display, surface);
+		if (count > 0)
+			if (--count == 0)
+				break;
+	}
+
+	egl_destroy(display, surface);
+	return 0;
+}