| /* |
| * Copyright 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. |
| */ |
| |
| #ifndef ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H |
| #define ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H |
| |
| #include "SurfaceTextureGLToGL.h" |
| |
| namespace android { |
| |
| /* |
| * This test fixture is for testing GL -> GL texture streaming from one thread |
| * to another. It contains functionality to create a producer thread that will |
| * perform GL rendering to an ANativeWindow that feeds frames to a |
| * GLConsumer. Additionally it supports interlocking the producer and |
| * consumer threads so that a specific sequence of calls can be |
| * deterministically created by the test. |
| * |
| * The intended usage is as follows: |
| * |
| * TEST_F(...) { |
| * class PT : public ProducerThread { |
| * virtual void render() { |
| * ... |
| * swapBuffers(); |
| * } |
| * }; |
| * |
| * runProducerThread(new PT()); |
| * |
| * // The order of these calls will vary from test to test and may include |
| * // multiple frames and additional operations (e.g. GL rendering from the |
| * // texture). |
| * fc->waitForFrame(); |
| * mST->updateTexImage(); |
| * fc->finishFrame(); |
| * } |
| * |
| */ |
| class SurfaceTextureGLThreadToGLTest : public SurfaceTextureGLToGLTest { |
| protected: |
| |
| // ProducerThread is an abstract base class to simplify the creation of |
| // OpenGL ES frame producer threads. |
| class ProducerThread : public Thread { |
| public: |
| virtual ~ProducerThread() { |
| } |
| |
| void setEglObjects(EGLDisplay producerEglDisplay, |
| EGLSurface producerEglSurface, |
| EGLContext producerEglContext) { |
| mProducerEglDisplay = producerEglDisplay; |
| mProducerEglSurface = producerEglSurface; |
| mProducerEglContext = producerEglContext; |
| } |
| |
| virtual bool threadLoop() { |
| eglMakeCurrent(mProducerEglDisplay, mProducerEglSurface, |
| mProducerEglSurface, mProducerEglContext); |
| render(); |
| eglMakeCurrent(mProducerEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, |
| EGL_NO_CONTEXT); |
| return false; |
| } |
| |
| protected: |
| virtual void render() = 0; |
| |
| void swapBuffers() { |
| eglSwapBuffers(mProducerEglDisplay, mProducerEglSurface); |
| } |
| |
| EGLDisplay mProducerEglDisplay; |
| EGLSurface mProducerEglSurface; |
| EGLContext mProducerEglContext; |
| }; |
| |
| // FrameCondition is a utility class for interlocking between the producer |
| // and consumer threads. The FrameCondition object should be created and |
| // destroyed in the consumer thread only. The consumer thread should set |
| // the FrameCondition as the FrameAvailableListener of the GLConsumer, |
| // and should call both waitForFrame and finishFrame once for each expected |
| // frame. |
| // |
| // This interlocking relies on the fact that onFrameAvailable gets called |
| // synchronously from GLConsumer::queueBuffer. |
| class FrameCondition : public GLConsumer::FrameAvailableListener { |
| public: |
| FrameCondition(): |
| mFrameAvailable(false), |
| mFrameFinished(false) { |
| } |
| |
| // waitForFrame waits for the next frame to arrive. This should be |
| // called from the consumer thread once for every frame expected by the |
| // test. |
| void waitForFrame() { |
| Mutex::Autolock lock(mMutex); |
| ALOGV("+waitForFrame"); |
| while (!mFrameAvailable) { |
| mFrameAvailableCondition.wait(mMutex); |
| } |
| mFrameAvailable = false; |
| ALOGV("-waitForFrame"); |
| } |
| |
| // Allow the producer to return from its swapBuffers call and continue |
| // on to produce the next frame. This should be called by the consumer |
| // thread once for every frame expected by the test. |
| void finishFrame() { |
| Mutex::Autolock lock(mMutex); |
| ALOGV("+finishFrame"); |
| mFrameFinished = true; |
| mFrameFinishCondition.signal(); |
| ALOGV("-finishFrame"); |
| } |
| |
| // This should be called by GLConsumer on the producer thread. |
| virtual void onFrameAvailable(const BufferItem& /* item */) { |
| Mutex::Autolock lock(mMutex); |
| ALOGV("+onFrameAvailable"); |
| mFrameAvailable = true; |
| mFrameAvailableCondition.signal(); |
| while (!mFrameFinished) { |
| mFrameFinishCondition.wait(mMutex); |
| } |
| mFrameFinished = false; |
| ALOGV("-onFrameAvailable"); |
| } |
| |
| protected: |
| bool mFrameAvailable; |
| bool mFrameFinished; |
| |
| Mutex mMutex; |
| Condition mFrameAvailableCondition; |
| Condition mFrameFinishCondition; |
| }; |
| |
| virtual void SetUp() { |
| SurfaceTextureGLToGLTest::SetUp(); |
| mFC = new FrameCondition(); |
| mST->setFrameAvailableListener(mFC); |
| } |
| |
| virtual void TearDown() { |
| if (mProducerThread != NULL) { |
| mProducerThread->requestExitAndWait(); |
| } |
| mProducerThread.clear(); |
| mFC.clear(); |
| SurfaceTextureGLToGLTest::TearDown(); |
| } |
| |
| void runProducerThread(const sp<ProducerThread> producerThread) { |
| ASSERT_TRUE(mProducerThread == NULL); |
| mProducerThread = producerThread; |
| producerThread->setEglObjects(mEglDisplay, mProducerEglSurface, |
| mProducerEglContext); |
| producerThread->run("ProducerThread"); |
| } |
| |
| sp<ProducerThread> mProducerThread; |
| sp<FrameCondition> mFC; |
| }; |
| |
| } // namespace android |
| |
| #endif |