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- /*
- * 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.
- */
- #include "TextureRenderer.h"
- #include "GLTest.h"
- #include <gui/GLConsumer.h>
- #include <GLES2/gl2.h>
- #include <GLES2/gl2ext.h>
- #include <gtest/gtest.h>
- namespace android {
- TextureRenderer::TextureRenderer(GLuint texName,
- const sp<GLConsumer>& st) : mTexName(texName), mST(st) {
- }
- void TextureRenderer::SetUp() {
- const char vsrc[] =
- "attribute vec4 vPosition;\n"
- "varying vec2 texCoords;\n"
- "uniform mat4 texMatrix;\n"
- "void main() {\n"
- " vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
- " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
- " gl_Position = vPosition;\n"
- "}\n";
- const char fsrc[] =
- "#extension GL_OES_EGL_image_external : require\n"
- "precision mediump float;\n"
- "uniform samplerExternalOES texSampler;\n"
- "varying vec2 texCoords;\n"
- "void main() {\n"
- " gl_FragColor = texture2D(texSampler, texCoords);\n"
- "}\n";
- {
- SCOPED_TRACE("creating shader program");
- ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
- }
- mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- ASSERT_NE(-1, mPositionHandle);
- mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- ASSERT_NE(-1, mTexSamplerHandle);
- mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- ASSERT_NE(-1, mTexMatrixHandle);
- }
- // drawTexture draws the GLConsumer over the entire GL viewport.
- void TextureRenderer::drawTexture() {
- static const GLfloat triangleVertices[] = {
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f,
- 1.0f, 1.0f,
- };
- glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
- triangleVertices);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glEnableVertexAttribArray(mPositionHandle);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glUseProgram(mPgm);
- glUniform1i(mTexSamplerHandle, 0);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
- // they're setting the defautls for that target, but when hacking
- // things to use GL_TEXTURE_2D they are needed to achieve the same
- // behavior.
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
- GL_LINEAR);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
- GL_CLAMP_TO_EDGE);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
- GL_CLAMP_TO_EDGE);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- GLfloat texMatrix[16];
- mST->getTransformMatrix(texMatrix);
- glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
- }
- } // namespace android
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