libgui: Add a test suite for SRGB testing

This is the start of an SRGB test suite. Currently it has a test for
SRGB texture reads in GLES3.

Change-Id: I553ee2691dc92b98cae7a003084d4e2823d40d95
diff --git a/libs/gui/tests/Android.mk b/libs/gui/tests/Android.mk
index db24065..2eeb5c7 100644
--- a/libs/gui/tests/Android.mk
+++ b/libs/gui/tests/Android.mk
@@ -13,6 +13,7 @@
     GLTest.cpp \
     IGraphicBufferProducer_test.cpp \
     MultiTextureConsumer_test.cpp \
+    SRGB_test.cpp \
     SurfaceTextureClient_test.cpp \
     SurfaceTextureFBO_test.cpp \
     SurfaceTextureGLThreadToGL_test.cpp \
diff --git a/libs/gui/tests/SRGB_test.cpp b/libs/gui/tests/SRGB_test.cpp
new file mode 100644
index 0000000..fe62637
--- /dev/null
+++ b/libs/gui/tests/SRGB_test.cpp
@@ -0,0 +1,345 @@
+/*
+ * 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.
+ */
+
+#define LOG_TAG "SRGB_test"
+//#define LOG_NDEBUG 0
+
+#include "GLTest.h"
+
+#include <gui/CpuConsumer.h>
+#include <gui/Surface.h>
+#include <gui/SurfaceComposerClient.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES3/gl3.h>
+
+#include <android/native_window.h>
+
+#include <gtest/gtest.h>
+
+namespace android {
+
+class SRGBTest : public ::testing::Test {
+protected:
+    // Class constants
+    enum {
+        DISPLAY_WIDTH = 512,
+        DISPLAY_HEIGHT = 512,
+        PIXEL_SIZE = 4, // bytes
+        DISPLAY_SIZE = DISPLAY_WIDTH * DISPLAY_HEIGHT * PIXEL_SIZE,
+        ALPHA_VALUE = 223, // should be in [0, 255]
+        TOLERANCE = 1,
+    };
+    static const char SHOW_DEBUG_STRING[];
+
+    SRGBTest() :
+            mInputSurface(), mCpuConsumer(), mLockedBuffer(),
+            mEglDisplay(EGL_NO_DISPLAY), mEglConfig(),
+            mEglContext(EGL_NO_CONTEXT), mEglSurface(EGL_NO_SURFACE),
+            mComposerClient(), mSurfaceControl(), mOutputSurface() {
+    }
+
+    virtual ~SRGBTest() {
+        if (mEglDisplay != EGL_NO_DISPLAY) {
+            if (mEglSurface != EGL_NO_SURFACE) {
+                eglDestroySurface(mEglDisplay, mEglSurface);
+            }
+            if (mEglContext != EGL_NO_CONTEXT) {
+                eglDestroyContext(mEglDisplay, mEglContext);
+            }
+            eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
+                    EGL_NO_CONTEXT);
+            eglTerminate(mEglDisplay);
+        }
+    }
+
+    virtual void SetUp() {
+        sp<BufferQueue> bufferQueue = new BufferQueue();
+        ASSERT_EQ(NO_ERROR, bufferQueue->setDefaultBufferSize(
+                DISPLAY_WIDTH, DISPLAY_HEIGHT));
+        mCpuConsumer = new CpuConsumer(bufferQueue, 1);
+        String8 name("CpuConsumer_for_SRGBTest");
+        mCpuConsumer->setName(name);
+        mInputSurface = new Surface(bufferQueue);
+
+        ASSERT_NO_FATAL_FAILURE(createEGLSurface(mInputSurface.get()));
+        ASSERT_NO_FATAL_FAILURE(createDebugSurface());
+    }
+
+    virtual void TearDown() {
+        ASSERT_NO_FATAL_FAILURE(copyToDebugSurface());
+        mCpuConsumer->unlockBuffer(mLockedBuffer);
+    }
+
+    static float linearToSRGB(float l) {
+        if (l <= 0.0031308f) {
+            return l * 12.92f;
+        } else {
+            return 1.055f * pow(l, (1 / 2.4f)) - 0.055f;
+        }
+    }
+
+    void fillTexture(bool writeAsSRGB) {
+        uint8_t* textureData = new uint8_t[DISPLAY_SIZE];
+
+        for (int y = 0; y < DISPLAY_HEIGHT; ++y) {
+            for (int x = 0; x < DISPLAY_WIDTH; ++x) {
+                float realValue = static_cast<float>(x) / (DISPLAY_WIDTH - 1);
+                realValue *= ALPHA_VALUE / 255.0f; // Premultiply by alpha
+                if (writeAsSRGB) {
+                    realValue = linearToSRGB(realValue);
+                }
+
+                int offset = (y * DISPLAY_WIDTH + x) * PIXEL_SIZE;
+                for (int c = 0; c < 3; ++c) {
+                    uint8_t intValue = static_cast<uint8_t>(
+                            realValue * 255.0f + 0.5f);
+                    textureData[offset + c] = intValue;
+                }
+                textureData[offset + 3] = ALPHA_VALUE;
+            }
+        }
+
+        glTexImage2D(GL_TEXTURE_2D, 0, writeAsSRGB ? GL_SRGB8_ALPHA8 : GL_RGBA8,
+                DISPLAY_WIDTH, DISPLAY_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+                textureData);
+        ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+        delete[] textureData;
+    }
+
+    static bool withinTolerance(int a, int b) {
+        int diff = a - b;
+        return diff >= 0 ? diff <= TOLERANCE : -diff <= TOLERANCE;
+    }
+
+    // Primary producer and consumer
+    sp<Surface> mInputSurface;
+    sp<CpuConsumer> mCpuConsumer;
+    CpuConsumer::LockedBuffer mLockedBuffer;
+
+    EGLDisplay mEglDisplay;
+    EGLConfig mEglConfig;
+    EGLContext mEglContext;
+    EGLSurface mEglSurface;
+
+    // Auxiliary display output
+    sp<SurfaceComposerClient> mComposerClient;
+    sp<SurfaceControl> mSurfaceControl;
+    sp<Surface> mOutputSurface;
+
+private:
+    void createEGLSurface(Surface* inputSurface) {
+        mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_DISPLAY, mEglDisplay);
+
+        EXPECT_TRUE(eglInitialize(mEglDisplay, NULL, NULL));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+        static const EGLint configAttribs[] = {
+            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT_KHR,
+            EGL_RED_SIZE, 8,
+            EGL_GREEN_SIZE, 8,
+            EGL_BLUE_SIZE, 8,
+            EGL_ALPHA_SIZE, 8,
+            EGL_NONE };
+
+        EGLint numConfigs = 0;
+        EXPECT_TRUE(eglChooseConfig(mEglDisplay, configAttribs, &mEglConfig, 1,
+                &numConfigs));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+        static const EGLint contextAttribs[] = {
+            EGL_CONTEXT_CLIENT_VERSION, 3,
+            EGL_NONE } ;
+
+        mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT,
+                contextAttribs);
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mEglContext);
+
+        mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig,
+                inputSurface, NULL);
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_SURFACE, mEglSurface);
+
+        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    }
+
+    void createDebugSurface() {
+        if (getenv(SHOW_DEBUG_STRING) == NULL) return;
+
+        mComposerClient = new SurfaceComposerClient;
+        ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());
+
+        mSurfaceControl = mComposerClient->createSurface(
+                String8("SRGBTest Surface"), DISPLAY_WIDTH, DISPLAY_HEIGHT,
+                PIXEL_FORMAT_RGBA_8888);
+
+        ASSERT_TRUE(mSurfaceControl != NULL);
+        ASSERT_TRUE(mSurfaceControl->isValid());
+
+        SurfaceComposerClient::openGlobalTransaction();
+        ASSERT_EQ(NO_ERROR, mSurfaceControl->setLayer(0x7FFFFFFF));
+        ASSERT_EQ(NO_ERROR, mSurfaceControl->show());
+        SurfaceComposerClient::closeGlobalTransaction();
+
+        ANativeWindow_Buffer outBuffer;
+        ARect inOutDirtyBounds;
+        mOutputSurface = mSurfaceControl->getSurface();
+        mOutputSurface->lock(&outBuffer, &inOutDirtyBounds);
+        for (int y = 0; y < outBuffer.height; ++y) {
+            int rowOffset = y * outBuffer.stride;
+            for (int x = 0; x < outBuffer.width; ++x) {
+                int colOffset = rowOffset + x;
+                for (int c = 0; c < 4; ++c) {
+                    int offset = colOffset * PIXEL_SIZE + c;
+                    uint8_t* bytePointer =
+                            reinterpret_cast<uint8_t*>(outBuffer.bits);
+                    bytePointer[offset] = ((c + 1) * 56) - 1;
+                }
+            }
+        }
+        mOutputSurface->unlockAndPost();
+    }
+
+    void copyToDebugSurface() {
+        if (!mOutputSurface.get()) return;
+
+        size_t bufferSize = mLockedBuffer.height * mLockedBuffer.stride *
+                PIXEL_SIZE;
+
+        ANativeWindow_Buffer outBuffer;
+        ARect outBufferBounds;
+        mOutputSurface->lock(&outBuffer, &outBufferBounds);
+        ASSERT_EQ(mLockedBuffer.height, outBuffer.height);
+        ASSERT_EQ(mLockedBuffer.stride, outBuffer.stride);
+        ASSERT_EQ(mLockedBuffer.format, outBuffer.format);
+        memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize);
+        mOutputSurface->unlockAndPost();
+
+        int sleepSeconds = atoi(getenv(SHOW_DEBUG_STRING));
+        sleep(sleepSeconds);
+    }
+};
+
+const char SRGBTest::SHOW_DEBUG_STRING[] = "DEBUG_OUTPUT_SECONDS";
+
+TEST_F(SRGBTest, GLRenderFromSRGBTexture) {
+    static const char vertexSource[] =
+        "attribute vec4 vPosition;\n"
+        "varying vec2 texCoords;\n"
+        "void main() {\n"
+        "  texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
+        "  gl_Position = vPosition;\n"
+        "}\n";
+
+    static const char fragmentSource[] =
+        "precision mediump float;\n"
+        "uniform sampler2D texSampler;\n"
+        "varying vec2 texCoords;\n"
+        "void main() {\n"
+        "  gl_FragColor = texture2D(texSampler, texCoords);\n"
+        "}\n";
+
+    GLuint program;
+    {
+        SCOPED_TRACE("Creating shader program");
+        ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(
+                vertexSource, fragmentSource, &program));
+    }
+
+    GLint positionHandle = glGetAttribLocation(program, "vPosition");
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    ASSERT_NE(-1, positionHandle);
+
+    GLint samplerHandle = glGetUniformLocation(program, "texSampler");
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    ASSERT_NE(-1, samplerHandle);
+
+    static const GLfloat vertices[] = {
+        -1.0f, 1.0f,
+        -1.0f, -1.0f,
+        1.0f, -1.0f,
+        1.0f, 1.0f,
+    };
+
+    glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glEnableVertexAttribArray(positionHandle);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    glUseProgram(program);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glUniform1i(samplerHandle, 0);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    GLuint textureHandle;
+    glGenTextures(1, &textureHandle);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glBindTexture(GL_TEXTURE_2D, textureHandle);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    // The RGB texture is displayed in the top half
+    ASSERT_NO_FATAL_FAILURE(fillTexture(false));
+    glViewport(0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    // The SRGB texture is displayed in the bottom half
+    ASSERT_NO_FATAL_FAILURE(fillTexture(true));
+    glViewport(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+    ASSERT_EQ(GL_NO_ERROR, glGetError());
+
+    eglSwapBuffers(mEglDisplay, mEglSurface);
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer));
+    ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_RGBA_8888);
+    ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH);
+    ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT);
+    int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride *
+            PIXEL_SIZE;
+    int midRGBOffset = midSRGBOffset * 3;
+    midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
+    midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE;
+    for (int c = 0; c < 4; ++c) {
+        ASSERT_PRED2(withinTolerance,
+                static_cast<int>(mLockedBuffer.data[midRGBOffset]),
+                static_cast<int>(mLockedBuffer.data[midSRGBOffset]));
+    }
+    // mLockedBuffer is unlocked in TearDown so we can copy data from it to
+    // the debug surface if necessary
+}
+
+} // namespace android