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;
+}