libgui: Split SurfaceTexture tests into more files

Extract the many different test fixtures and suites in SurfaceTexture_test.cpp
into separate files. No real functional changes, just tweaking headers to keep
things building (and adding a few copyright headers I forgot last time).

Change-Id: Id801bd5d617f0cc61d22508fb9b71b41694bdecf
diff --git a/libs/gui/tests/Android.mk b/libs/gui/tests/Android.mk
index 50c99ee..db24065 100644
--- a/libs/gui/tests/Android.mk
+++ b/libs/gui/tests/Android.mk
@@ -9,11 +9,18 @@
 LOCAL_SRC_FILES := \
     BufferQueue_test.cpp \
     CpuConsumer_test.cpp \
+    FillBuffer.cpp \
     GLTest.cpp \
     IGraphicBufferProducer_test.cpp \
+    MultiTextureConsumer_test.cpp \
     SurfaceTextureClient_test.cpp \
-    SurfaceTexture_test.cpp \
+    SurfaceTextureFBO_test.cpp \
+    SurfaceTextureGLThreadToGL_test.cpp \
+    SurfaceTextureGLToGL_test.cpp \
+    SurfaceTextureGL_test.cpp \
+    SurfaceTextureMultiContextGL_test.cpp \
     Surface_test.cpp \
+    TextureRenderer.cpp \
 
 LOCAL_SHARED_LIBRARIES := \
 	libEGL \
diff --git a/libs/gui/tests/DisconnectWaiter.h b/libs/gui/tests/DisconnectWaiter.h
new file mode 100644
index 0000000..3a30a19
--- /dev/null
+++ b/libs/gui/tests/DisconnectWaiter.h
@@ -0,0 +1,78 @@
+/*
+ * 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_DISCONNECT_WAITER_H
+#define ANDROID_DISCONNECT_WAITER_H
+
+#include <gui/IConsumerListener.h>
+
+#include <utils/Condition.h>
+#include <utils/Mutex.h>
+
+namespace android {
+
+// Note that GLConsumer will lose the notifications
+// onBuffersReleased and onFrameAvailable as there is currently
+// no way to forward the events.  This DisconnectWaiter will not let the
+// disconnect finish until finishDisconnect() is called.  It will
+// also block until a disconnect is called
+class DisconnectWaiter : public BnConsumerListener {
+public:
+    DisconnectWaiter () :
+        mWaitForDisconnect(false),
+        mPendingFrames(0) {
+    }
+
+    void waitForFrame() {
+        Mutex::Autolock lock(mMutex);
+        while (mPendingFrames == 0) {
+            mFrameCondition.wait(mMutex);
+        }
+        mPendingFrames--;
+    }
+
+    virtual void onFrameAvailable() {
+        Mutex::Autolock lock(mMutex);
+        mPendingFrames++;
+        mFrameCondition.signal();
+    }
+
+    virtual void onBuffersReleased() {
+        Mutex::Autolock lock(mMutex);
+        while (!mWaitForDisconnect) {
+            mDisconnectCondition.wait(mMutex);
+        }
+    }
+
+    void finishDisconnect() {
+        Mutex::Autolock lock(mMutex);
+        mWaitForDisconnect = true;
+        mDisconnectCondition.signal();
+    }
+
+private:
+    Mutex mMutex;
+
+    bool mWaitForDisconnect;
+    Condition mDisconnectCondition;
+
+    int mPendingFrames;
+    Condition mFrameCondition;
+};
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/FillBuffer.cpp b/libs/gui/tests/FillBuffer.cpp
new file mode 100644
index 0000000..079962c
--- /dev/null
+++ b/libs/gui/tests/FillBuffer.cpp
@@ -0,0 +1,108 @@
+/*
+ * 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 "FillBuffer.h"
+
+#include <ui/GraphicBuffer.h>
+
+#include <gtest/gtest.h>
+
+namespace android {
+
+void fillYV12Buffer(uint8_t* buf, int w, int h, int stride) {
+    const int blockWidth = w > 16 ? w / 16 : 1;
+    const int blockHeight = h > 16 ? h / 16 : 1;
+    const int yuvTexOffsetY = 0;
+    int yuvTexStrideY = stride;
+    int yuvTexOffsetV = yuvTexStrideY * h;
+    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
+    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
+    int yuvTexStrideU = yuvTexStrideV;
+    for (int x = 0; x < w; x++) {
+        for (int y = 0; y < h; y++) {
+            int parityX = (x / blockWidth) & 1;
+            int parityY = (y / blockHeight) & 1;
+            unsigned char intensity = (parityX ^ parityY) ? 63 : 191;
+            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = intensity;
+            if (x < w / 2 && y < h / 2) {
+                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = intensity;
+                if (x * 2 < w / 2 && y * 2 < h / 2) {
+                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 0] =
+                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 1] =
+                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 0] =
+                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 1] =
+                        intensity;
+                }
+            }
+        }
+    }
+}
+
+void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
+        const android_native_rect_t& rect) {
+    const int yuvTexOffsetY = 0;
+    int yuvTexStrideY = stride;
+    int yuvTexOffsetV = yuvTexStrideY * h;
+    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
+    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
+    int yuvTexStrideU = yuvTexStrideV;
+    for (int x = 0; x < w; x++) {
+        for (int y = 0; y < h; y++) {
+            bool inside = rect.left <= x && x < rect.right &&
+                    rect.top <= y && y < rect.bottom;
+            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = inside ? 240 : 64;
+            if (x < w / 2 && y < h / 2) {
+                bool inside = rect.left <= 2*x && 2*x < rect.right &&
+                        rect.top <= 2*y && 2*y < rect.bottom;
+                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = 16;
+                buf[yuvTexOffsetV + (y * yuvTexStrideV) + x] =
+                        inside ? 16 : 255;
+            }
+        }
+    }
+}
+
+void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride) {
+    const size_t PIXEL_SIZE = 4;
+    for (int x = 0; x < w; x++) {
+        for (int y = 0; y < h; y++) {
+            off_t offset = (y * stride + x) * PIXEL_SIZE;
+            for (int c = 0; c < 4; c++) {
+                int parityX = (x / (1 << (c+2))) & 1;
+                int parityY = (y / (1 << (c+2))) & 1;
+                buf[offset + c] = (parityX ^ parityY) ? 231 : 35;
+            }
+        }
+    }
+}
+
+void produceOneRGBA8Frame(const sp<ANativeWindow>& anw) {
+    android_native_buffer_t* anb;
+    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(anw.get(),
+            &anb));
+    ASSERT_TRUE(anb != NULL);
+
+    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+    uint8_t* img = NULL;
+    ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
+            (void**)(&img)));
+    fillRGBA8Buffer(img, buf->getWidth(), buf->getHeight(), buf->getStride());
+    ASSERT_EQ(NO_ERROR, buf->unlock());
+    ASSERT_EQ(NO_ERROR, anw->queueBuffer(anw.get(), buf->getNativeBuffer(),
+            -1));
+}
+} // namespace android
diff --git a/libs/gui/tests/FillBuffer.h b/libs/gui/tests/FillBuffer.h
new file mode 100644
index 0000000..b584179
--- /dev/null
+++ b/libs/gui/tests/FillBuffer.h
@@ -0,0 +1,43 @@
+/*
+ * 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_FILL_BUFFER_H
+#define ANDROID_FILL_BUFFER_H
+
+#include <system/window.h>
+#include <utils/StrongPointer.h>
+
+namespace android {
+
+// Fill a YV12 buffer with a multi-colored checkerboard pattern
+void fillYV12Buffer(uint8_t* buf, int w, int h, int stride);
+
+// Fill a YV12 buffer with red outside a given rectangle and green inside it.
+void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
+        const android_native_rect_t& rect);
+
+void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride);
+
+// Produce a single RGBA8 frame by filling a buffer with a checkerboard pattern
+// using the CPU.  This assumes that the ANativeWindow is already configured to
+// allow this to be done (e.g. the format is set to RGBA8).
+//
+// Calls to this function should be wrapped in an ASSERT_NO_FATAL_FAILURE().
+void produceOneRGBA8Frame(const sp<ANativeWindow>& anw);
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/FrameWaiter.h b/libs/gui/tests/FrameWaiter.h
new file mode 100644
index 0000000..bdedba6
--- /dev/null
+++ b/libs/gui/tests/FrameWaiter.h
@@ -0,0 +1,52 @@
+/*
+ * 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_FRAME_WAITER_H
+#define ANDROID_FRAME_WAITER_H
+
+#include <gui/GLConsumer.h>
+
+namespace android {
+
+class FrameWaiter : public GLConsumer::FrameAvailableListener {
+public:
+    FrameWaiter():
+            mPendingFrames(0) {
+    }
+
+    void waitForFrame() {
+        Mutex::Autolock lock(mMutex);
+        while (mPendingFrames == 0) {
+            mCondition.wait(mMutex);
+        }
+        mPendingFrames--;
+    }
+
+    virtual void onFrameAvailable() {
+        Mutex::Autolock lock(mMutex);
+        mPendingFrames++;
+        mCondition.signal();
+    }
+
+private:
+    int mPendingFrames;
+    Mutex mMutex;
+    Condition mCondition;
+};
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/GLTest.cpp b/libs/gui/tests/GLTest.cpp
index d7acb4d..1739d9c 100644
--- a/libs/gui/tests/GLTest.cpp
+++ b/libs/gui/tests/GLTest.cpp
@@ -1,3 +1,19 @@
+/*
+ * 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 "GLTest.h"
 
 #include <gui/Surface.h>
@@ -153,7 +169,6 @@
 
 EGLSurface GLTest::createWindowSurface(EGLDisplay display, EGLConfig config,
                                        sp<ANativeWindow>& window) const {
-    ALOGI("Creating window surface (non-SRGB)");
     return eglCreateWindowSurface(display, config, window.get(), NULL);
 }
 
diff --git a/libs/gui/tests/GLTest.h b/libs/gui/tests/GLTest.h
index 5ba1128..d3c4a95 100644
--- a/libs/gui/tests/GLTest.h
+++ b/libs/gui/tests/GLTest.h
@@ -1,3 +1,19 @@
+/*
+ * 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_GL_TEST_H
 #define ANDROID_GL_TEST_H
 
@@ -11,6 +27,12 @@
 namespace android {
 
 class GLTest : public ::testing::Test {
+public:
+    static void loadShader(GLenum shaderType, const char* pSource,
+            GLuint* outShader);
+    static void createProgram(const char* pVertexSource,
+            const char* pFragmentSource, GLuint* outPgm);
+
 protected:
     GLTest() :
             mEglDisplay(EGL_NO_DISPLAY),
@@ -33,11 +55,6 @@
     ::testing::AssertionResult assertRectEq(const Rect &r1, const Rect &r2,
             int tolerance = 1);
 
-    static void loadShader(GLenum shaderType, const char* pSource,
-            GLuint* outShader);
-    static void createProgram(const char* pVertexSource,
-            const char* pFragmentSource, GLuint* outPgm);
-
     int mDisplaySecs;
     sp<SurfaceComposerClient> mComposerClient;
     sp<SurfaceControl> mSurfaceControl;
diff --git a/libs/gui/tests/MultiTextureConsumer_test.cpp b/libs/gui/tests/MultiTextureConsumer_test.cpp
new file mode 100644
index 0000000..853c25c
--- /dev/null
+++ b/libs/gui/tests/MultiTextureConsumer_test.cpp
@@ -0,0 +1,123 @@
+/*
+ * 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 "MultiTextureConsumer_test"
+//#define LOG_NDEBUG 0
+
+#include "GLTest.h"
+
+#include <gui/GLConsumer.h>
+#include <gui/Surface.h>
+
+#include <android/native_window.h>
+
+#include <GLES/glext.h>
+
+namespace android {
+
+class MultiTextureConsumerTest : public GLTest {
+protected:
+    enum { TEX_ID = 123 };
+
+    virtual void SetUp() {
+        GLTest::SetUp();
+        sp<BufferQueue> bq = new BufferQueue();
+        mGlConsumer = new GLConsumer(bq, TEX_ID);
+        mSurface = new Surface(bq);
+        mANW = mSurface.get();
+
+    }
+    virtual void TearDown() {
+        GLTest::TearDown();
+    }
+    virtual EGLint const* getContextAttribs() {
+        return NULL;
+    }
+    virtual EGLint const* getConfigAttribs() {
+        static EGLint sDefaultConfigAttribs[] = {
+            EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
+            EGL_RED_SIZE, 8,
+            EGL_GREEN_SIZE, 8,
+            EGL_BLUE_SIZE, 8,
+            EGL_ALPHA_SIZE, 8,
+            EGL_NONE };
+
+        return sDefaultConfigAttribs;
+    }
+    sp<GLConsumer> mGlConsumer;
+    sp<Surface> mSurface;
+    ANativeWindow* mANW;
+};
+
+TEST_F(MultiTextureConsumerTest, EGLImageTargetWorks) {
+    ANativeWindow_Buffer buffer;
+
+    ASSERT_EQ(native_window_set_usage(mANW, GRALLOC_USAGE_SW_WRITE_OFTEN), NO_ERROR);
+    ASSERT_EQ(native_window_set_buffers_format(mANW, HAL_PIXEL_FORMAT_RGBA_8888), NO_ERROR);
+
+    glShadeModel(GL_FLAT);
+    glDisable(GL_DITHER);
+    glDisable(GL_CULL_FACE);
+    glViewport(0, 0, getSurfaceWidth(), getSurfaceHeight());
+    glOrthof(0, getSurfaceWidth(), 0, getSurfaceHeight(), 0, 1);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glColor4f(1, 1, 1, 1);
+
+    glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
+    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+    uint32_t texel = 0x80808080;
+    glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+    glActiveTexture(GL_TEXTURE1);
+    glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
+    glEnable(GL_TEXTURE_2D);
+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
+    glEnable(GL_TEXTURE_EXTERNAL_OES);
+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+    glClear(GL_COLOR_BUFFER_BIT);
+    for (int i=0 ; i<8 ; i++) {
+        mSurface->lock(&buffer, NULL);
+        memset(buffer.bits, (i&7) * 0x20, buffer.stride * buffer.height * 4);
+        mSurface->unlockAndPost();
+
+        mGlConsumer->updateTexImage();
+
+        GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} };
+        glVertexPointer(2, GL_FLOAT, 0, vertices);
+        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    }
+
+    for (int i=0 ; i<8 ; i++) {
+        EXPECT_TRUE(checkPixel(i*16 + 8,  8, i*16, i*16, i*16, i*16, 0));
+    }
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTextureFBO.h b/libs/gui/tests/SurfaceTextureFBO.h
new file mode 100644
index 0000000..7f1ae84
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureFBO.h
@@ -0,0 +1,75 @@
+/*
+ * 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_FBO_H
+#define ANDROID_SURFACE_TEXTURE_FBO_H
+
+#include "SurfaceTextureGL.h"
+
+#include <GLES2/gl2.h>
+
+namespace android {
+
+class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
+protected:
+    virtual void SetUp() {
+        SurfaceTextureGLTest::SetUp();
+
+        glGenFramebuffers(1, &mFbo);
+        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+
+        glGenTextures(1, &mFboTex);
+        glBindTexture(GL_TEXTURE_2D, mFboTex);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
+                getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+        glBindTexture(GL_TEXTURE_2D, 0);
+        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+
+        glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                GL_TEXTURE_2D, mFboTex, 0);
+        glBindFramebuffer(GL_FRAMEBUFFER, 0);
+        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    }
+
+    virtual void TearDown() {
+        SurfaceTextureGLTest::TearDown();
+
+        glDeleteTextures(1, &mFboTex);
+        glDeleteFramebuffers(1, &mFbo);
+    }
+
+    GLuint mFbo;
+    GLuint mFboTex;
+};
+
+void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride,
+        uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
+    const size_t PIXEL_SIZE = 4;
+    for (int y = 0; y < h; y++) {
+        for (int x = 0; x < w; x++) {
+            off_t offset = (y * stride + x) * PIXEL_SIZE;
+            buf[offset + 0] = r;
+            buf[offset + 1] = g;
+            buf[offset + 2] = b;
+            buf[offset + 3] = a;
+        }
+    }
+}
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/SurfaceTextureFBO_test.cpp b/libs/gui/tests/SurfaceTextureFBO_test.cpp
new file mode 100644
index 0000000..b165ae6
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureFBO_test.cpp
@@ -0,0 +1,87 @@
+/*
+ * 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 "SurfaceTextureFBO_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureFBO.h"
+
+namespace android {
+
+// This test is intended to verify that proper synchronization is done when
+// rendering into an FBO.
+TEST_F(SurfaceTextureFBOTest, BlitFromCpuFilledBufferToFbo) {
+    const int texWidth = 64;
+    const int texHeight = 64;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    android_native_buffer_t* anb;
+    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    ASSERT_TRUE(anb != NULL);
+
+    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+    // Fill the buffer with green
+    uint8_t* img = NULL;
+    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+    fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 0, 255,
+            0, 255);
+    buf->unlock();
+    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
+            -1));
+
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
+    drawTexture();
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    for (int i = 0; i < 4; i++) {
+        SCOPED_TRACE(String8::format("frame %d", i).string());
+
+        ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+                &anb));
+        ASSERT_TRUE(anb != NULL);
+
+        buf = new GraphicBuffer(anb, false);
+
+        // Fill the buffer with red
+        ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
+                (void**)(&img)));
+        fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 255, 0,
+                0, 255);
+        ASSERT_EQ(NO_ERROR, buf->unlock());
+        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
+                buf->getNativeBuffer(), -1));
+
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+        drawTexture();
+
+        EXPECT_TRUE(checkPixel( 24, 39, 255, 0, 0, 255));
+    }
+
+    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
+
+    EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTextureGL.h b/libs/gui/tests/SurfaceTextureGL.h
new file mode 100644
index 0000000..ac112c4
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGL.h
@@ -0,0 +1,73 @@
+/*
+ * 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_H
+#define ANDROID_SURFACE_TEXTURE_GL_H
+
+#include "GLTest.h"
+
+#include "FrameWaiter.h"
+#include "TextureRenderer.h"
+
+#include <gui/GLConsumer.h>
+#include <gui/Surface.h>
+
+namespace android {
+
+class FrameWaiter;
+class GLConsumer;
+class TextureRenderer;
+
+class SurfaceTextureGLTest : public GLTest {
+protected:
+    enum { TEX_ID = 123 };
+
+    void SetUp() {
+        GLTest::SetUp();
+        sp<BufferQueue> bq = new BufferQueue();
+        mBQ = bq;
+        mST = new GLConsumer(bq, TEX_ID);
+        mSTC = new Surface(bq);
+        mANW = mSTC;
+        mTextureRenderer = new TextureRenderer(TEX_ID, mST);
+        ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp());
+        mFW = new FrameWaiter;
+        mST->setFrameAvailableListener(mFW);
+    }
+
+    void TearDown() {
+        mTextureRenderer.clear();
+        mANW.clear();
+        mSTC.clear();
+        mST.clear();
+        GLTest::TearDown();
+    }
+
+    void drawTexture() {
+        mTextureRenderer->drawTexture();
+    }
+
+    sp<BufferQueue> mBQ;
+    sp<GLConsumer> mST;
+    sp<Surface> mSTC;
+    sp<ANativeWindow> mANW;
+    sp<TextureRenderer> mTextureRenderer;
+    sp<FrameWaiter> mFW;
+};
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/SurfaceTextureGLThreadToGL.h b/libs/gui/tests/SurfaceTextureGLThreadToGL.h
new file mode 100644
index 0000000..6410516
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGLThreadToGL.h
@@ -0,0 +1,183 @@
+/*
+ * 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() {
+            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();
+    }
+
+    sp<ProducerThread> mProducerThread;
+    sp<FrameCondition> mFC;
+};
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp b/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp
new file mode 100644
index 0000000..9776733
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp
@@ -0,0 +1,186 @@
+/*
+ * 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 "SurfaceTextureGLThreadToGL_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureGLThreadToGL.h"
+
+namespace android {
+
+TEST_F(SurfaceTextureGLThreadToGLTest,
+        UpdateTexImageBeforeFrameFinishedCompletes) {
+    class PT : public ProducerThread {
+        virtual void render() {
+            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+            glClear(GL_COLOR_BUFFER_BIT);
+            swapBuffers();
+        }
+    };
+
+    runProducerThread(new PT());
+
+    mFC->waitForFrame();
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    mFC->finishFrame();
+
+    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
+}
+
+TEST_F(SurfaceTextureGLThreadToGLTest,
+        UpdateTexImageAfterFrameFinishedCompletes) {
+    class PT : public ProducerThread {
+        virtual void render() {
+            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+            glClear(GL_COLOR_BUFFER_BIT);
+            swapBuffers();
+        }
+    };
+
+    runProducerThread(new PT());
+
+    mFC->waitForFrame();
+    mFC->finishFrame();
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
+}
+
+TEST_F(SurfaceTextureGLThreadToGLTest,
+        RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
+    enum { NUM_ITERATIONS = 1024 };
+
+    class PT : public ProducerThread {
+        virtual void render() {
+            for (int i = 0; i < NUM_ITERATIONS; i++) {
+                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+                glClear(GL_COLOR_BUFFER_BIT);
+                ALOGV("+swapBuffers");
+                swapBuffers();
+                ALOGV("-swapBuffers");
+            }
+        }
+    };
+
+    runProducerThread(new PT());
+
+    for (int i = 0; i < NUM_ITERATIONS; i++) {
+        mFC->waitForFrame();
+        ALOGV("+updateTexImage");
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        ALOGV("-updateTexImage");
+        mFC->finishFrame();
+
+        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
+    }
+}
+
+TEST_F(SurfaceTextureGLThreadToGLTest,
+        RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
+    enum { NUM_ITERATIONS = 1024 };
+
+    class PT : public ProducerThread {
+        virtual void render() {
+            for (int i = 0; i < NUM_ITERATIONS; i++) {
+                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+                glClear(GL_COLOR_BUFFER_BIT);
+                ALOGV("+swapBuffers");
+                swapBuffers();
+                ALOGV("-swapBuffers");
+            }
+        }
+    };
+
+    runProducerThread(new PT());
+
+    for (int i = 0; i < NUM_ITERATIONS; i++) {
+        mFC->waitForFrame();
+        mFC->finishFrame();
+        ALOGV("+updateTexImage");
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        ALOGV("-updateTexImage");
+
+        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
+    }
+}
+
+// XXX: This test is disabled because it is currently hanging on some devices.
+TEST_F(SurfaceTextureGLThreadToGLTest,
+        DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
+    enum { NUM_ITERATIONS = 64 };
+
+    class PT : public ProducerThread {
+        virtual void render() {
+            for (int i = 0; i < NUM_ITERATIONS; i++) {
+                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+                glClear(GL_COLOR_BUFFER_BIT);
+                ALOGV("+swapBuffers");
+                swapBuffers();
+                ALOGV("-swapBuffers");
+            }
+        }
+    };
+
+    ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
+
+    runProducerThread(new PT());
+
+    // Allow three frames to be rendered and queued before starting the
+    // rendering in this thread.  For the latter two frames we don't call
+    // updateTexImage so the next dequeue from the producer thread will block
+    // waiting for a frame to become available.
+    mFC->waitForFrame();
+    mFC->finishFrame();
+
+    // We must call updateTexImage to consume the first frame so that the
+    // SurfaceTexture is able to reduce the buffer count to 2.  This is because
+    // the GL driver may dequeue a buffer when the EGLSurface is created, and
+    // that happens before we call setDefaultMaxBufferCount.  It's possible that the
+    // driver does not dequeue a buffer at EGLSurface creation time, so we
+    // cannot rely on this to cause the second dequeueBuffer call to block.
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    mFC->waitForFrame();
+    mFC->finishFrame();
+    mFC->waitForFrame();
+    mFC->finishFrame();
+
+    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
+    // block waiting for a buffer to become available.
+    usleep(100000);
+
+    // Render and present a number of images.  This thread should not be blocked
+    // by the fact that the producer thread is blocking in dequeue.
+    for (int i = 0; i < NUM_ITERATIONS; i++) {
+        glClear(GL_COLOR_BUFFER_BIT);
+        eglSwapBuffers(mEglDisplay, mEglSurface);
+    }
+
+    // Consume the two pending buffers to unblock the producer thread.
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    // Consume the remaining buffers from the producer thread.
+    for (int i = 0; i < NUM_ITERATIONS-3; i++) {
+        mFC->waitForFrame();
+        mFC->finishFrame();
+        ALOGV("+updateTexImage");
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        ALOGV("-updateTexImage");
+    }
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTextureGLToGL.h b/libs/gui/tests/SurfaceTextureGLToGL.h
new file mode 100644
index 0000000..5a2eff3
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGLToGL.h
@@ -0,0 +1,65 @@
+/*
+ * 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_TO_GL_H
+#define ANDROID_SURFACE_TEXTURE_GL_TO_GL_H
+
+#include "SurfaceTextureGL.h"
+
+namespace android {
+
+/*
+ * This test fixture is for testing GL -> GL texture streaming.  It creates an
+ * EGLSurface and an EGLContext for the image producer to use.
+ */
+class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
+protected:
+    SurfaceTextureGLToGLTest():
+            mProducerEglSurface(EGL_NO_SURFACE),
+            mProducerEglContext(EGL_NO_CONTEXT) {
+    }
+
+    virtual void SetUp() {
+        SurfaceTextureGLTest::SetUp();
+
+        mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
+                mANW.get(), NULL);
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
+
+        mProducerEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+                EGL_NO_CONTEXT, getContextAttribs());
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
+    }
+
+    virtual void TearDown() {
+        if (mProducerEglContext != EGL_NO_CONTEXT) {
+            eglDestroyContext(mEglDisplay, mProducerEglContext);
+        }
+        if (mProducerEglSurface != EGL_NO_SURFACE) {
+            eglDestroySurface(mEglDisplay, mProducerEglSurface);
+        }
+        SurfaceTextureGLTest::TearDown();
+    }
+
+    EGLSurface mProducerEglSurface;
+    EGLContext mProducerEglContext;
+};
+
+} // namespace android
+
+#endif
diff --git a/libs/gui/tests/SurfaceTextureGLToGL_test.cpp b/libs/gui/tests/SurfaceTextureGLToGL_test.cpp
new file mode 100644
index 0000000..f4c7961
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGLToGL_test.cpp
@@ -0,0 +1,502 @@
+/*
+ * 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 "SurfaceTextureGLToGL_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureGLToGL.h"
+
+namespace android {
+
+TEST_F(SurfaceTextureGLToGLTest, TransformHintGetsRespected) {
+    const uint32_t texWidth = 32;
+    const uint32_t texHeight = 64;
+
+    mST->setDefaultBufferSize(texWidth, texHeight);
+    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
+
+    // This test requires 3 buffers to avoid deadlock because we're
+    // both producer and consumer, and only using one thread.
+    mST->setDefaultMaxBufferCount(3);
+
+    // Do the producer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Start a buffer with our chosen size and transform hint moving
+    // through the system.
+    glClear(GL_COLOR_BUFFER_BIT);  // give the driver something to do
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+    mST->updateTexImage();  // consume it
+    // Swap again.
+    glClear(GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+    mST->updateTexImage();
+
+    // The current buffer should either show the effects of the transform
+    // hint (in the form of an inverse transform), or show that the
+    // transform hint has been ignored.
+    sp<GraphicBuffer> buf = mST->getCurrentBuffer();
+    if (mST->getCurrentTransform() == NATIVE_WINDOW_TRANSFORM_ROT_270) {
+        ASSERT_EQ(texWidth, buf->getHeight());
+        ASSERT_EQ(texHeight, buf->getWidth());
+    } else {
+        ASSERT_EQ(texWidth, buf->getWidth());
+        ASSERT_EQ(texHeight, buf->getHeight());
+    }
+
+    // Reset the transform hint and confirm that it takes.
+    mST->setTransformHint(0);
+    glClear(GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+    mST->updateTexImage();
+    glClear(GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+    mST->updateTexImage();
+
+    buf = mST->getCurrentBuffer();
+    ASSERT_EQ((uint32_t) 0, mST->getCurrentTransform());
+    ASSERT_EQ(texWidth, buf->getWidth());
+    ASSERT_EQ(texHeight, buf->getHeight());
+}
+
+TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
+    const int texWidth = 64;
+    const int texHeight = 64;
+
+    mST->setDefaultBufferSize(texWidth, texHeight);
+
+    // This test requires 3 buffers to complete run on a single thread.
+    mST->setDefaultMaxBufferCount(3);
+
+    // Do the producer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // This is needed to ensure we pick up a buffer of the correct size.
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    glClearColor(0.6, 0.6, 0.6, 0.6);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glEnable(GL_SCISSOR_TEST);
+    glScissor(4, 4, 4, 4);
+    glClearColor(1.0, 0.0, 0.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glScissor(24, 48, 4, 4);
+    glClearColor(0.0, 1.0, 0.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glScissor(37, 17, 4, 4);
+    glClearColor(0.0, 0.0, 1.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    // Do the consumer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    glDisable(GL_SCISSOR_TEST);
+
+    // Skip the first frame, which was empty
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
+
+    EXPECT_TRUE(checkPixel( 4,  7, 255,   0,   0, 255));
+    EXPECT_TRUE(checkPixel(25, 51,   0, 255,   0, 255));
+    EXPECT_TRUE(checkPixel(40, 19,   0,   0, 255, 255));
+    EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(13,  8, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(46,  3, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
+}
+
+TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
+    sp<GraphicBuffer> buffers[2];
+
+    // This test requires async mode to run on a single thread.
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    for (int i = 0; i < 2; i++) {
+        // Produce a frame
+        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+                mProducerEglSurface, mProducerEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        glClear(GL_COLOR_BUFFER_BIT);
+        eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+        // Consume a frame
+        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mFW->waitForFrame();
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        buffers[i] = mST->getCurrentBuffer();
+    }
+
+    // Destroy the GL texture object to release its ref on buffers[2].
+    GLuint texID = TEX_ID;
+    glDeleteTextures(1, &texID);
+
+    // Destroy the EGLSurface
+    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    mProducerEglSurface = EGL_NO_SURFACE;
+
+    // This test should have the only reference to buffer 0.
+    EXPECT_EQ(1, buffers[0]->getStrongCount());
+
+    // The GLConsumer should hold a single reference to buffer 1 in its
+    // mCurrentBuffer member.  All of the references in the slots should have
+    // been released.
+    EXPECT_EQ(2, buffers[1]->getStrongCount());
+}
+
+TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
+    sp<GraphicBuffer> buffers[3];
+
+    // This test requires async mode to run on a single thread.
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    for (int i = 0; i < 3; i++) {
+        // Produce a frame
+        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+                mProducerEglSurface, mProducerEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        glClear(GL_COLOR_BUFFER_BIT);
+        EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+        // Consume a frame
+        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mFW->waitForFrame();
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        buffers[i] = mST->getCurrentBuffer();
+    }
+
+    // Abandon the GLConsumer, releasing the ref that the GLConsumer has
+    // on buffers[2].
+    mST->abandon();
+
+    // Destroy the GL texture object to release its ref on buffers[2].
+    GLuint texID = TEX_ID;
+    glDeleteTextures(1, &texID);
+
+    // Destroy the EGLSurface.
+    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    mProducerEglSurface = EGL_NO_SURFACE;
+
+    EXPECT_EQ(1, buffers[0]->getStrongCount());
+    EXPECT_EQ(1, buffers[1]->getStrongCount());
+
+    // Depending on how lazily the GL driver dequeues buffers, we may end up
+    // with either two or three total buffers.  If there are three, make sure
+    // the last one was properly down-ref'd.
+    if (buffers[2] != buffers[0]) {
+        EXPECT_EQ(1, buffers[2]->getStrongCount());
+    }
+}
+
+TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) {
+    sp<GraphicBuffer> buffer;
+
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+
+    // Produce a frame
+    glClear(GL_COLOR_BUFFER_BIT);
+    EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Destroy the EGLSurface.
+    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    mProducerEglSurface = EGL_NO_SURFACE;
+    mSTC.clear();
+    mANW.clear();
+    mTextureRenderer.clear();
+
+    // Consume a frame
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    buffer = mST->getCurrentBuffer();
+
+    // Destroy the GL texture object to release its ref
+    GLuint texID = TEX_ID;
+    glDeleteTextures(1, &texID);
+
+    // make un-current, all references to buffer should be gone
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
+            EGL_NO_SURFACE, EGL_NO_CONTEXT));
+
+    // Destroy consumer
+    mST.clear();
+
+    EXPECT_EQ(1, buffer->getStrongCount());
+}
+
+TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentAfterConsumerDeathUnrefsBuffers) {
+    sp<GraphicBuffer> buffer;
+
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+
+    // Produce a frame
+    glClear(GL_COLOR_BUFFER_BIT);
+    EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Destroy the EGLSurface.
+    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    mProducerEglSurface = EGL_NO_SURFACE;
+    mSTC.clear();
+    mANW.clear();
+    mTextureRenderer.clear();
+
+    // Consume a frame
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    buffer = mST->getCurrentBuffer();
+
+    // Destroy the GL texture object to release its ref
+    GLuint texID = TEX_ID;
+    glDeleteTextures(1, &texID);
+
+    // Destroy consumer
+    mST.clear();
+
+    // make un-current, all references to buffer should be gone
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
+            EGL_NO_SURFACE, EGL_NO_CONTEXT));
+
+    EXPECT_EQ(1, buffer->getStrongCount());
+}
+
+TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) {
+    enum { texWidth = 64 };
+    enum { texHeight = 64 };
+
+    // This test requires 3 buffers to complete run on a single thread.
+    mST->setDefaultMaxBufferCount(3);
+
+    // Set the user buffer size.
+    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
+
+    // Do the producer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // This is needed to ensure we pick up a buffer of the correct size.
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    glClearColor(0.6, 0.6, 0.6, 0.6);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glEnable(GL_SCISSOR_TEST);
+    glScissor(4, 4, 1, 1);
+    glClearColor(1.0, 0.0, 0.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    // Do the consumer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    glDisable(GL_SCISSOR_TEST);
+
+    // Skip the first frame, which was empty
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
+
+    EXPECT_TRUE(checkPixel( 4,  4, 255,   0,   0, 255));
+    EXPECT_TRUE(checkPixel( 5,  5, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 3,  3, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(45, 52, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(12, 36, 153, 153, 153, 153));
+}
+
+TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedUserSizedGLFilledBuffer) {
+    enum { texWidth = 64 };
+    enum { texHeight = 16 };
+
+    // This test requires 3 buffers to complete run on a single thread.
+    mST->setDefaultMaxBufferCount(3);
+
+    // Set the transform hint.
+    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
+
+    // Set the user buffer size.
+    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
+
+    // Do the producer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // This is needed to ensure we pick up a buffer of the correct size and the
+    // new rotation hint.
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    glClearColor(0.6, 0.6, 0.6, 0.6);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glEnable(GL_SCISSOR_TEST);
+    glScissor(24, 4, 1, 1);
+    glClearColor(1.0, 0.0, 0.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    // Do the consumer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    glDisable(GL_SCISSOR_TEST);
+
+    // Skip the first frame, which was empty
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
+
+    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
+    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
+}
+
+TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedGLFilledBuffer) {
+    enum { texWidth = 64 };
+    enum { texHeight = 16 };
+
+    // This test requires 3 buffers to complete run on a single thread.
+    mST->setDefaultMaxBufferCount(3);
+
+    // Set the transform hint.
+    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
+
+    // Set the default buffer size.
+    mST->setDefaultBufferSize(texWidth, texHeight);
+
+    // Do the producer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
+            mProducerEglSurface, mProducerEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // This is needed to ensure we pick up a buffer of the correct size and the
+    // new rotation hint.
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    glClearColor(0.6, 0.6, 0.6, 0.6);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glEnable(GL_SCISSOR_TEST);
+    glScissor(24, 4, 1, 1);
+    glClearColor(1.0, 0.0, 0.0, 1.0);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
+
+    // Do the consumer side of things
+    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    glDisable(GL_SCISSOR_TEST);
+
+    // Skip the first frame, which was empty
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
+
+    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
+    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
+    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTextureGL_test.cpp b/libs/gui/tests/SurfaceTextureGL_test.cpp
new file mode 100644
index 0000000..25b2319
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureGL_test.cpp
@@ -0,0 +1,703 @@
+/*
+ * Copyright (C) 2011 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 "SurfaceTextureGL_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureGL.h"
+
+#include "DisconnectWaiter.h"
+#include "FillBuffer.h"
+
+namespace android {
+
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
+    const int texWidth = 64;
+    const int texHeight = 66;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    ANativeWindowBuffer* anb;
+    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    ASSERT_TRUE(anb != NULL);
+
+    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+    // Fill the buffer with the a checkerboard pattern
+    uint8_t* img = NULL;
+    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
+    buf->unlock();
+    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
+            -1));
+
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 255, 127, 255, 255, 3));
+    EXPECT_TRUE(checkPixel(63,  0,   0, 133,   0, 255, 3));
+    EXPECT_TRUE(checkPixel(63, 65,   0, 133,   0, 255, 3));
+    EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255, 3));
+
+    EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255, 3));
+    EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255, 3));
+    EXPECT_TRUE(checkPixel(52, 51,  98, 255,  73, 255, 3));
+    EXPECT_TRUE(checkPixel( 7, 31, 155,   0, 118, 255, 3));
+    EXPECT_TRUE(checkPixel(31,  9, 107,  24,  87, 255, 3));
+    EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255, 3));
+    EXPECT_TRUE(checkPixel(36, 22, 155,  29,   0, 255, 3));
+}
+
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferPow2) {
+    const int texWidth = 64;
+    const int texHeight = 64;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    ANativeWindowBuffer* anb;
+    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    ASSERT_TRUE(anb != NULL);
+
+    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+    // Fill the buffer with the a checkerboard pattern
+    uint8_t* img = NULL;
+    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
+    buf->unlock();
+    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
+            -1));
+
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0,   0, 133,   0, 255));
+    EXPECT_TRUE(checkPixel(63,  0, 255, 127, 255, 255));
+    EXPECT_TRUE(checkPixel(63, 63,   0, 133,   0, 255));
+    EXPECT_TRUE(checkPixel( 0, 63, 255, 127, 255, 255));
+
+    EXPECT_TRUE(checkPixel(22, 19, 100, 255,  74, 255));
+    EXPECT_TRUE(checkPixel(45, 11, 100, 255,  74, 255));
+    EXPECT_TRUE(checkPixel(52, 12, 155,   0, 181, 255));
+    EXPECT_TRUE(checkPixel( 7, 32, 150, 237, 170, 255));
+    EXPECT_TRUE(checkPixel(31, 54,   0,  71, 117, 255));
+    EXPECT_TRUE(checkPixel(29, 28,   0, 133,   0, 255));
+    EXPECT_TRUE(checkPixel(36, 41, 100, 232, 255, 255));
+}
+
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
+    const int texWidth = 64;
+    const int texHeight = 66;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    android_native_rect_t crops[] = {
+        {4, 6, 22, 36},
+        {0, 6, 22, 36},
+        {4, 0, 22, 36},
+        {4, 6, texWidth, 36},
+        {4, 6, 22, texHeight},
+    };
+
+    for (int i = 0; i < 5; i++) {
+        const android_native_rect_t& crop(crops[i]);
+        SCOPED_TRACE(String8::format("rect{ l: %d t: %d r: %d b: %d }",
+                crop.left, crop.top, crop.right, crop.bottom).string());
+
+        ASSERT_EQ(NO_ERROR, native_window_set_crop(mANW.get(), &crop));
+
+        ANativeWindowBuffer* anb;
+        ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+                &anb));
+        ASSERT_TRUE(anb != NULL);
+
+        sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+        uint8_t* img = NULL;
+        buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+        fillYV12BufferRect(img, texWidth, texHeight, buf->getStride(), crop);
+        buf->unlock();
+        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
+                buf->getNativeBuffer(), -1));
+
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+        glClearColor(0.2, 0.2, 0.2, 0.2);
+        glClear(GL_COLOR_BUFFER_BIT);
+
+        glViewport(0, 0, 64, 64);
+        drawTexture();
+
+        EXPECT_TRUE(checkPixel( 0,  0,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(63,  0,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(63, 63,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel( 0, 63,  82, 255,  35, 255));
+
+        EXPECT_TRUE(checkPixel(25, 14,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(35, 31,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(57,  6,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel( 5, 42,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(32, 33,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(16, 26,  82, 255,  35, 255));
+        EXPECT_TRUE(checkPixel(46, 51,  82, 255,  35, 255));
+    }
+}
+
+// This test is intended to catch synchronization bugs between the CPU-written
+// and GPU-read buffers.
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
+    enum { texWidth = 16 };
+    enum { texHeight = 16 };
+    enum { numFrames = 1024 };
+
+    ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    struct TestPixel {
+        int x;
+        int y;
+    };
+    const TestPixel testPixels[] = {
+        {  4, 11 },
+        { 12, 14 },
+        {  7,  2 },
+    };
+    enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
+
+    class ProducerThread : public Thread {
+    public:
+        ProducerThread(const sp<ANativeWindow>& anw,
+                const TestPixel* testPixels):
+                mANW(anw),
+                mTestPixels(testPixels) {
+        }
+
+        virtual ~ProducerThread() {
+        }
+
+        virtual bool threadLoop() {
+            for (int i = 0; i < numFrames; i++) {
+                ANativeWindowBuffer* anb;
+                if (native_window_dequeue_buffer_and_wait(mANW.get(),
+                        &anb) != NO_ERROR) {
+                    return false;
+                }
+                if (anb == NULL) {
+                    return false;
+                }
+
+                sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+
+                const int yuvTexOffsetY = 0;
+                int stride = buf->getStride();
+                int yuvTexStrideY = stride;
+                int yuvTexOffsetV = yuvTexStrideY * texHeight;
+                int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
+                int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
+                int yuvTexStrideU = yuvTexStrideV;
+
+                uint8_t* img = NULL;
+                buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+
+                // Gray out all the test pixels first, so we're more likely to
+                // see a failure if GL is still texturing from the buffer we
+                // just dequeued.
+                for (int j = 0; j < numTestPixels; j++) {
+                    int x = mTestPixels[j].x;
+                    int y = mTestPixels[j].y;
+                    uint8_t value = 128;
+                    img[y*stride + x] = value;
+                }
+
+                // Fill the buffer with gray.
+                for (int y = 0; y < texHeight; y++) {
+                    for (int x = 0; x < texWidth; x++) {
+                        img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
+                        img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
+                        img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
+                    }
+                }
+
+                // Set the test pixels to either white or black.
+                for (int j = 0; j < numTestPixels; j++) {
+                    int x = mTestPixels[j].x;
+                    int y = mTestPixels[j].y;
+                    uint8_t value = 0;
+                    if (j == (i % numTestPixels)) {
+                        value = 255;
+                    }
+                    img[y*stride + x] = value;
+                }
+
+                buf->unlock();
+                if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(), -1)
+                        != NO_ERROR) {
+                    return false;
+                }
+            }
+            return false;
+        }
+
+        sp<ANativeWindow> mANW;
+        const TestPixel* mTestPixels;
+    };
+
+    sp<Thread> pt(new ProducerThread(mANW, testPixels));
+    pt->run();
+
+    glViewport(0, 0, texWidth, texHeight);
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    // We wait for the first two frames up front so that the producer will be
+    // likely to dequeue the buffer that's currently being textured from.
+    mFW->waitForFrame();
+    mFW->waitForFrame();
+
+    for (int i = 0; i < numFrames; i++) {
+        SCOPED_TRACE(String8::format("frame %d", i).string());
+
+        // We must wait for each frame to come in because if we ever do an
+        // updateTexImage call that doesn't consume a newly available buffer
+        // then the producer and consumer will get out of sync, which will cause
+        // a deadlock.
+        if (i > 1) {
+            mFW->waitForFrame();
+        }
+        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+        drawTexture();
+
+        for (int j = 0; j < numTestPixels; j++) {
+            int x = testPixels[j].x;
+            int y = testPixels[j].y;
+            uint8_t value = 0;
+            if (j == (i % numTestPixels)) {
+                // We must y-invert the texture coords
+                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
+            } else {
+                // We must y-invert the texture coords
+                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
+            }
+        }
+    }
+
+    pt->requestExitAndWait();
+}
+
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferNpot) {
+    const int texWidth = 64;
+    const int texHeight = 66;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+    EXPECT_TRUE(checkPixel(63,  0, 231, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(63, 65, 231, 231, 231, 231));
+    EXPECT_TRUE(checkPixel( 0, 65,  35,  35,  35,  35));
+
+    EXPECT_TRUE(checkPixel(15, 10,  35, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(23, 65, 231,  35, 231,  35));
+    EXPECT_TRUE(checkPixel(19, 40,  35, 231,  35,  35));
+    EXPECT_TRUE(checkPixel(38, 30, 231,  35,  35,  35));
+    EXPECT_TRUE(checkPixel(42, 54,  35,  35,  35, 231));
+    EXPECT_TRUE(checkPixel(37, 34,  35, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(31,  8, 231,  35,  35, 231));
+    EXPECT_TRUE(checkPixel(37, 47, 231,  35, 231, 231));
+    EXPECT_TRUE(checkPixel(25, 38,  35,  35,  35,  35));
+    EXPECT_TRUE(checkPixel(49,  6,  35, 231,  35,  35));
+    EXPECT_TRUE(checkPixel(54, 50,  35, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(27, 26, 231, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(10,  6,  35,  35, 231, 231));
+    EXPECT_TRUE(checkPixel(29,  4,  35,  35,  35, 231));
+    EXPECT_TRUE(checkPixel(55, 28,  35,  35, 231,  35));
+    EXPECT_TRUE(checkPixel(58, 55,  35,  35, 231, 231));
+}
+
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferPow2) {
+    const int texWidth = 64;
+    const int texHeight = 64;
+
+    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
+    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
+
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, texWidth, texHeight);
+    drawTexture();
+
+    EXPECT_TRUE(checkPixel( 0,  0, 231, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(63,  0,  35,  35,  35,  35));
+    EXPECT_TRUE(checkPixel(63, 63, 231, 231, 231, 231));
+    EXPECT_TRUE(checkPixel( 0, 63,  35,  35,  35,  35));
+
+    EXPECT_TRUE(checkPixel(12, 46, 231, 231, 231,  35));
+    EXPECT_TRUE(checkPixel(16,  1, 231, 231,  35, 231));
+    EXPECT_TRUE(checkPixel(21, 12, 231,  35,  35, 231));
+    EXPECT_TRUE(checkPixel(26, 51, 231,  35, 231,  35));
+    EXPECT_TRUE(checkPixel( 5, 32,  35, 231, 231,  35));
+    EXPECT_TRUE(checkPixel(13,  8,  35, 231, 231, 231));
+    EXPECT_TRUE(checkPixel(46,  3,  35,  35, 231,  35));
+    EXPECT_TRUE(checkPixel(30, 33,  35,  35,  35,  35));
+    EXPECT_TRUE(checkPixel( 6, 52, 231, 231,  35,  35));
+    EXPECT_TRUE(checkPixel(55, 33,  35, 231,  35, 231));
+    EXPECT_TRUE(checkPixel(16, 29,  35,  35, 231, 231));
+    EXPECT_TRUE(checkPixel( 1, 30,  35,  35,  35, 231));
+    EXPECT_TRUE(checkPixel(41, 37,  35,  35, 231, 231));
+    EXPECT_TRUE(checkPixel(46, 29, 231, 231,  35,  35));
+    EXPECT_TRUE(checkPixel(15, 25,  35, 231,  35, 231));
+    EXPECT_TRUE(checkPixel( 3, 52,  35, 231,  35,  35));
+}
+
+// Tests if GLConsumer and BufferQueue are robust enough
+// to handle a special case where updateTexImage is called
+// in the middle of disconnect.  This ordering is enforced
+// by blocking in the disconnect callback.
+TEST_F(SurfaceTextureGLTest, DisconnectStressTest) {
+
+    class ProducerThread : public Thread {
+    public:
+        ProducerThread(const sp<ANativeWindow>& anw):
+                mANW(anw) {
+        }
+
+        virtual ~ProducerThread() {
+        }
+
+        virtual bool threadLoop() {
+            ANativeWindowBuffer* anb;
+
+            native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_EGL);
+
+            for (int numFrames =0 ; numFrames < 2; numFrames ++) {
+
+                if (native_window_dequeue_buffer_and_wait(mANW.get(),
+                        &anb) != NO_ERROR) {
+                    return false;
+                }
+                if (anb == NULL) {
+                    return false;
+                }
+                if (mANW->queueBuffer(mANW.get(), anb, -1)
+                        != NO_ERROR) {
+                    return false;
+                }
+            }
+
+            native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL);
+
+            return false;
+        }
+
+    private:
+        sp<ANativeWindow> mANW;
+    };
+
+    sp<DisconnectWaiter> dw(new DisconnectWaiter());
+    mBQ->consumerConnect(dw, false);
+
+
+    sp<Thread> pt(new ProducerThread(mANW));
+    pt->run();
+
+    // eat a frame so GLConsumer will own an at least one slot
+    dw->waitForFrame();
+    EXPECT_EQ(OK,mST->updateTexImage());
+
+    dw->waitForFrame();
+    // Could fail here as GLConsumer thinks it still owns the slot
+    // but bufferQueue has released all slots
+    EXPECT_EQ(OK,mST->updateTexImage());
+
+    dw->finishDisconnect();
+}
+
+
+// This test ensures that the GLConsumer clears the mCurrentTexture
+// when it is disconnected and reconnected.  Otherwise it will
+// attempt to release a buffer that it does not owned
+TEST_F(SurfaceTextureGLTest, DisconnectClearsCurrentTexture) {
+    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+            NATIVE_WINDOW_API_EGL));
+
+    ANativeWindowBuffer *anb;
+
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+
+    EXPECT_EQ(OK,mST->updateTexImage());
+    EXPECT_EQ(OK,mST->updateTexImage());
+
+    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+            NATIVE_WINDOW_API_EGL));
+    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+            NATIVE_WINDOW_API_EGL));
+
+    EXPECT_EQ(OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+
+    // Will fail here if mCurrentTexture is not cleared properly
+    mFW->waitForFrame();
+    EXPECT_EQ(OK,mST->updateTexImage());
+
+    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+            NATIVE_WINDOW_API_EGL));
+}
+
+TEST_F(SurfaceTextureGLTest, ScaleToWindowMode) {
+    ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
+        NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW));
+
+    // The producer image size
+    ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
+
+    // The consumer image size (16 x 9) ratio
+    mST->setDefaultBufferSize(1280, 720);
+
+    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
+            NATIVE_WINDOW_API_CPU));
+
+    ANativeWindowBuffer *anb;
+
+    android_native_rect_t odd = {23, 78, 123, 477};
+    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &odd));
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+    mFW->waitForFrame();
+    EXPECT_EQ(OK, mST->updateTexImage());
+    Rect r = mST->getCurrentCrop();
+    assertRectEq(Rect(23, 78, 123, 477), r);
+
+    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
+            NATIVE_WINDOW_API_CPU));
+}
+
+// This test ensures the scaling mode does the right thing
+// ie NATIVE_WINDOW_SCALING_MODE_CROP should crop
+// the image such that it has the same aspect ratio as the
+// default buffer size
+TEST_F(SurfaceTextureGLTest, CroppedScalingMode) {
+    ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
+        NATIVE_WINDOW_SCALING_MODE_SCALE_CROP));
+
+    // The producer image size
+    ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
+
+    // The consumer image size (16 x 9) ratio
+    mST->setDefaultBufferSize(1280, 720);
+
+    native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU);
+
+    ANativeWindowBuffer *anb;
+
+    // The crop is in the shape of (320, 180) === 16 x 9
+    android_native_rect_t standard = {10, 20, 330, 200};
+    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &standard));
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+    mFW->waitForFrame();
+    EXPECT_EQ(OK, mST->updateTexImage());
+    Rect r = mST->getCurrentCrop();
+    // crop should be the same as crop (same aspect ratio)
+    assertRectEq(Rect(10, 20, 330, 200), r);
+
+    // make this wider then desired aspect 239 x 100 (2.39:1)
+    android_native_rect_t wide = {20, 30, 259, 130};
+    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &wide));
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+    mFW->waitForFrame();
+    EXPECT_EQ(OK, mST->updateTexImage());
+    r = mST->getCurrentCrop();
+    // crop should be the same height, but have cropped left and right borders
+    // offset is 30.6 px L+, R-
+    assertRectEq(Rect(51, 30, 228, 130), r);
+
+    // This image is taller then desired aspect 400 x 300 (4:3)
+    android_native_rect_t narrow = {0, 0, 400, 300};
+    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &narrow));
+    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
+    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
+    mFW->waitForFrame();
+    EXPECT_EQ(OK, mST->updateTexImage());
+    r = mST->getCurrentCrop();
+    // crop should be the same width, but have cropped top and bottom borders
+    // offset is 37.5 px
+    assertRectEq(Rect(0, 37, 400, 262), r);
+
+    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+}
+
+TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
+    class ProducerThread : public Thread {
+    public:
+        ProducerThread(const sp<ANativeWindow>& anw):
+                mANW(anw),
+                mDequeueError(NO_ERROR) {
+        }
+
+        virtual ~ProducerThread() {
+        }
+
+        virtual bool threadLoop() {
+            Mutex::Autolock lock(mMutex);
+            ANativeWindowBuffer* anb;
+
+            // Frame 1
+            if (native_window_dequeue_buffer_and_wait(mANW.get(),
+                    &anb) != NO_ERROR) {
+                return false;
+            }
+            if (anb == NULL) {
+                return false;
+            }
+            if (mANW->queueBuffer(mANW.get(), anb, -1)
+                    != NO_ERROR) {
+                return false;
+            }
+
+            // Frame 2
+            if (native_window_dequeue_buffer_and_wait(mANW.get(),
+                    &anb) != NO_ERROR) {
+                return false;
+            }
+            if (anb == NULL) {
+                return false;
+            }
+            if (mANW->queueBuffer(mANW.get(), anb, -1)
+                    != NO_ERROR) {
+                return false;
+            }
+
+            // Frame 3 - error expected
+            mDequeueError = native_window_dequeue_buffer_and_wait(mANW.get(),
+                &anb);
+            return false;
+        }
+
+        status_t getDequeueError() {
+            Mutex::Autolock lock(mMutex);
+            return mDequeueError;
+        }
+
+    private:
+        sp<ANativeWindow> mANW;
+        status_t mDequeueError;
+        Mutex mMutex;
+    };
+
+    ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
+
+    sp<Thread> pt(new ProducerThread(mANW));
+    pt->run();
+
+    mFW->waitForFrame();
+    mFW->waitForFrame();
+
+    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
+    // block waiting for a buffer to become available.
+    usleep(100000);
+
+    mST->abandon();
+
+    pt->requestExitAndWait();
+    ASSERT_EQ(NO_INIT,
+            reinterpret_cast<ProducerThread*>(pt.get())->getDequeueError());
+}
+
+TEST_F(SurfaceTextureGLTest, InvalidWidthOrHeightFails) {
+    int texHeight = 16;
+    ANativeWindowBuffer* anb;
+
+    GLint maxTextureSize;
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
+
+    // make sure it works with small textures
+    mST->setDefaultBufferSize(16, texHeight);
+    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    EXPECT_EQ(16, anb->width);
+    EXPECT_EQ(texHeight, anb->height);
+    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
+    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
+
+    // make sure it works with GL_MAX_TEXTURE_SIZE
+    mST->setDefaultBufferSize(maxTextureSize, texHeight);
+    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    EXPECT_EQ(maxTextureSize, anb->width);
+    EXPECT_EQ(texHeight, anb->height);
+    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
+    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
+
+    // make sure it fails with GL_MAX_TEXTURE_SIZE+1
+    mST->setDefaultBufferSize(maxTextureSize+1, texHeight);
+    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
+            &anb));
+    EXPECT_EQ(maxTextureSize+1, anb->width);
+    EXPECT_EQ(texHeight, anb->height);
+    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
+    ASSERT_NE(NO_ERROR, mST->updateTexImage());
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTextureMultiContextGL.h b/libs/gui/tests/SurfaceTextureMultiContextGL.h
new file mode 100644
index 0000000..7934bbc
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureMultiContextGL.h
@@ -0,0 +1,84 @@
+/*
+ * 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_MULTI_CONTEXT_GL_H
+#define ANDROID_SURFACE_TEXTURE_MULTI_CONTEXT_GL_H
+
+#include "SurfaceTextureGL.h"
+
+namespace android {
+
+class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest {
+protected:
+    enum { SECOND_TEX_ID = 123 };
+    enum { THIRD_TEX_ID = 456 };
+
+    SurfaceTextureMultiContextGLTest():
+            mSecondEglContext(EGL_NO_CONTEXT) {
+    }
+
+    virtual void SetUp() {
+        SurfaceTextureGLTest::SetUp();
+
+        // Set up the secondary context and texture renderer.
+        mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+                EGL_NO_CONTEXT, getContextAttribs());
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
+
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mSecondEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mSecondTextureRenderer = new TextureRenderer(SECOND_TEX_ID, mST);
+        ASSERT_NO_FATAL_FAILURE(mSecondTextureRenderer->SetUp());
+
+        // Set up the tertiary context and texture renderer.
+        mThirdEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+                EGL_NO_CONTEXT, getContextAttribs());
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        ASSERT_NE(EGL_NO_CONTEXT, mThirdEglContext);
+
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mThirdEglContext));
+        ASSERT_EQ(EGL_SUCCESS, eglGetError());
+        mThirdTextureRenderer = new TextureRenderer(THIRD_TEX_ID, mST);
+        ASSERT_NO_FATAL_FAILURE(mThirdTextureRenderer->SetUp());
+
+        // Switch back to the primary context to start the tests.
+        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+                mEglContext));
+    }
+
+    virtual void TearDown() {
+        if (mThirdEglContext != EGL_NO_CONTEXT) {
+            eglDestroyContext(mEglDisplay, mThirdEglContext);
+        }
+        if (mSecondEglContext != EGL_NO_CONTEXT) {
+            eglDestroyContext(mEglDisplay, mSecondEglContext);
+        }
+        SurfaceTextureGLTest::TearDown();
+    }
+
+    EGLContext mSecondEglContext;
+    sp<TextureRenderer> mSecondTextureRenderer;
+
+    EGLContext mThirdEglContext;
+    sp<TextureRenderer> mThirdTextureRenderer;
+};
+
+}
+
+#endif
diff --git a/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp
new file mode 100644
index 0000000..115a47d
--- /dev/null
+++ b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp
@@ -0,0 +1,389 @@
+/*
+ * 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 "SurfaceTextureMultiContextGL_test"
+//#define LOG_NDEBUG 0
+
+#include "SurfaceTextureMultiContextGL.h"
+
+#include "FillBuffer.h"
+
+#include <GLES/glext.h>
+
+namespace android {
+
+TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Attempt to latch the texture on the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Check that the GL texture was deleted.
+    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        DetachFromContextSucceedsAfterProducerDisconnect) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Check that the GL texture was deleted.
+    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Attempt to detach from the primary context.
+    mST->abandon();
+    ASSERT_EQ(NO_INIT, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attempt to detach from the primary context again.
+    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Make there be no current display.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
+            EGL_NO_CONTEXT));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Attempt to detach from the primary context.
+    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Make current context be incorrect.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Attempt to detach from the primary context.
+    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attempt to latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Verify that the texture object was created and bound.
+    GLint texBinding = -1;
+    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+    EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+    // Try to use the texture from the secondary context.
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glViewport(0, 0, 1, 1);
+    mSecondTextureRenderer->drawTexture();
+    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        AttachToContextSucceedsAfterProducerDisconnect) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Verify that the texture object was created and bound.
+    GLint texBinding = -1;
+    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+    EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+    // Try to use the texture from the secondary context.
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glViewport(0, 0, 1, 1);
+    mSecondTextureRenderer->drawTexture();
+    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        AttachToContextSucceedsBeforeUpdateTexImage) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Detach from the primary context.
+    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Verify that the texture object was created and bound.
+    GLint texBinding = -1;
+    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+    EXPECT_EQ(SECOND_TEX_ID, texBinding);
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Try to use the texture from the secondary context.
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glViewport(0, 0, 1, 1);
+    mSecondTextureRenderer->drawTexture();
+    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attempt to attach to the secondary context.
+    mST->abandon();
+
+    // Attempt to attach to the primary context.
+    ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Attempt to attach to the primary context.
+    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Attempt to attach to the primary context.
+    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Make there be no current display.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
+            EGL_NO_CONTEXT));
+    ASSERT_EQ(EGL_SUCCESS, eglGetError());
+
+    // Attempt to attach with no context current.
+    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Latch the texture contents on the primary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Detach from the secondary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the tertiary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mThirdEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
+
+    // Verify that the texture object was created and bound.
+    GLint texBinding = -1;
+    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+    EXPECT_EQ(THIRD_TEX_ID, texBinding);
+
+    // Try to use the texture from the tertiary context.
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glViewport(0, 0, 1, 1);
+    mThirdTextureRenderer->drawTexture();
+    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Detach from the primary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the secondary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Detach from the secondary context.
+    ASSERT_EQ(OK, mST->detachFromContext());
+
+    // Attach to the tertiary context.
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mThirdEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
+
+    // Verify that the texture object was created and bound.
+    GLint texBinding = -1;
+    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
+    EXPECT_EQ(THIRD_TEX_ID, texBinding);
+
+    // Latch the texture contents on the tertiary context.
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // Try to use the texture from the tertiary context.
+    glClearColor(0.2, 0.2, 0.2, 0.2);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glViewport(0, 0, 1, 1);
+    mThirdTextureRenderer->drawTexture();
+    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
+    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
+}
+
+TEST_F(SurfaceTextureMultiContextGLTest,
+        UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
+    ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
+
+    // produce two frames and consume them both on the primary context
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+
+    // produce one more frame
+    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+    // Detach from the primary context and attach to the secondary context
+    ASSERT_EQ(OK, mST->detachFromContext());
+    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+            mSecondEglContext));
+    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+    // Consume final frame on secondary context
+    mFW->waitForFrame();
+    ASSERT_EQ(OK, mST->updateTexImage());
+}
+
+} // namespace android
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
deleted file mode 100644
index fd18ad2..0000000
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ /dev/null
@@ -1,2477 +0,0 @@
-/*
- * Copyright (C) 2011 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 "SurfaceTexture_test"
-//#define LOG_NDEBUG 0
-
-#include "GLTest.h"
-
-#include <gui/GLConsumer.h>
-#include <ui/GraphicBuffer.h>
-#include <utils/String8.h>
-#include <utils/threads.h>
-
-#include <gui/ISurfaceComposer.h>
-#include <gui/Surface.h>
-
-#include <EGL/eglext.h>
-#include <GLES/glext.h>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-
-#include <ui/FramebufferNativeWindow.h>
-#include <UniquePtr.h>
-#include <android/native_window.h>
-
-namespace android {
-
-class MultiTextureConsumerTest : public GLTest {
-protected:
-    enum { TEX_ID = 123 };
-
-    virtual void SetUp() {
-        GLTest::SetUp();
-        sp<BufferQueue> bq = new BufferQueue();
-        mGlConsumer = new GLConsumer(bq, TEX_ID);
-        mSurface = new Surface(bq);
-        mANW = mSurface.get();
-
-    }
-    virtual void TearDown() {
-        GLTest::TearDown();
-    }
-    virtual EGLint const* getContextAttribs() {
-        return NULL;
-    }
-    virtual EGLint const* getConfigAttribs() {
-        static EGLint sDefaultConfigAttribs[] = {
-            EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
-            EGL_RED_SIZE, 8,
-            EGL_GREEN_SIZE, 8,
-            EGL_BLUE_SIZE, 8,
-            EGL_ALPHA_SIZE, 8,
-            EGL_NONE };
-
-        return sDefaultConfigAttribs;
-    }
-    sp<GLConsumer> mGlConsumer;
-    sp<Surface> mSurface;
-    ANativeWindow* mANW;
-};
-
-
-TEST_F(MultiTextureConsumerTest, EGLImageTargetWorks) {
-    ANativeWindow_Buffer buffer;
-
-    ASSERT_EQ(native_window_set_usage(mANW, GRALLOC_USAGE_SW_WRITE_OFTEN), NO_ERROR);
-    ASSERT_EQ(native_window_set_buffers_format(mANW, HAL_PIXEL_FORMAT_RGBA_8888), NO_ERROR);
-
-    glShadeModel(GL_FLAT);
-    glDisable(GL_DITHER);
-    glDisable(GL_CULL_FACE);
-    glViewport(0, 0, getSurfaceWidth(), getSurfaceHeight());
-    glOrthof(0, getSurfaceWidth(), 0, getSurfaceHeight(), 0, 1);
-    glEnableClientState(GL_VERTEX_ARRAY);
-    glColor4f(1, 1, 1, 1);
-
-    glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
-    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
-    uint32_t texel = 0x80808080;
-    glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel);
-    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
-    glActiveTexture(GL_TEXTURE1);
-    glBindTexture(GL_TEXTURE_2D, TEX_ID+1);
-    glEnable(GL_TEXTURE_2D);
-    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
-    glEnable(GL_TEXTURE_EXTERNAL_OES);
-    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-    glClear(GL_COLOR_BUFFER_BIT);
-    for (int i=0 ; i<8 ; i++) {
-        mSurface->lock(&buffer, NULL);
-        memset(buffer.bits, (i&7) * 0x20, buffer.stride * buffer.height * 4);
-        mSurface->unlockAndPost();
-
-        mGlConsumer->updateTexImage();
-
-        GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} };
-        glVertexPointer(2, GL_FLOAT, 0, vertices);
-        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
-        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    }
-
-    for (int i=0 ; i<8 ; i++) {
-        EXPECT_TRUE(checkPixel(i*16 + 8,  8, i*16, i*16, i*16, i*16, 0));
-    }
-}
-
-
-
-class SurfaceTextureGLTest : public GLTest {
-protected:
-    enum { TEX_ID = 123 };
-
-    virtual void SetUp() {
-        GLTest::SetUp();
-        sp<BufferQueue> bq = new BufferQueue();
-        mBQ = bq;
-        mST = new GLConsumer(bq, TEX_ID);
-        mSTC = new Surface(bq);
-        mANW = mSTC;
-        mTextureRenderer = new TextureRenderer(TEX_ID, mST);
-        ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp());
-        mFW = new FrameWaiter;
-        mST->setFrameAvailableListener(mFW);
-    }
-
-    virtual void TearDown() {
-        mTextureRenderer.clear();
-        mANW.clear();
-        mSTC.clear();
-        mST.clear();
-        GLTest::TearDown();
-    }
-
-    void drawTexture() {
-        mTextureRenderer->drawTexture();
-    }
-
-    class TextureRenderer: public RefBase {
-    public:
-        TextureRenderer(GLuint texName, const sp<GLConsumer>& st):
-                mTexName(texName),
-                mST(st) {
-        }
-
-        void 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(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 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());
-        }
-
-        GLuint mTexName;
-        sp<GLConsumer> mST;
-        GLuint mPgm;
-        GLint mPositionHandle;
-        GLint mTexSamplerHandle;
-        GLint mTexMatrixHandle;
-    };
-
-    class FrameWaiter : public GLConsumer::FrameAvailableListener {
-    public:
-        FrameWaiter():
-                mPendingFrames(0) {
-        }
-
-        void waitForFrame() {
-            Mutex::Autolock lock(mMutex);
-            while (mPendingFrames == 0) {
-                mCondition.wait(mMutex);
-            }
-            mPendingFrames--;
-        }
-
-        virtual void onFrameAvailable() {
-            Mutex::Autolock lock(mMutex);
-            mPendingFrames++;
-            mCondition.signal();
-        }
-
-        int mPendingFrames;
-        Mutex mMutex;
-        Condition mCondition;
-    };
-
-    // Note that GLConsumer will lose the notifications
-    // onBuffersReleased and onFrameAvailable as there is currently
-    // no way to forward the events.  This DisconnectWaiter will not let the
-    // disconnect finish until finishDisconnect() is called.  It will
-    // also block until a disconnect is called
-    class DisconnectWaiter : public BnConsumerListener {
-    public:
-        DisconnectWaiter () :
-            mWaitForDisconnect(false),
-            mPendingFrames(0) {
-        }
-
-        void waitForFrame() {
-            Mutex::Autolock lock(mMutex);
-            while (mPendingFrames == 0) {
-                mFrameCondition.wait(mMutex);
-            }
-            mPendingFrames--;
-        }
-
-        virtual void onFrameAvailable() {
-            Mutex::Autolock lock(mMutex);
-            mPendingFrames++;
-            mFrameCondition.signal();
-        }
-
-        virtual void onBuffersReleased() {
-            Mutex::Autolock lock(mMutex);
-            while (!mWaitForDisconnect) {
-                mDisconnectCondition.wait(mMutex);
-            }
-        }
-
-        void finishDisconnect() {
-            Mutex::Autolock lock(mMutex);
-            mWaitForDisconnect = true;
-            mDisconnectCondition.signal();
-        }
-
-    private:
-        Mutex mMutex;
-
-        bool mWaitForDisconnect;
-        Condition mDisconnectCondition;
-
-        int mPendingFrames;
-        Condition mFrameCondition;
-    };
-
-    sp<BufferQueue> mBQ;
-    sp<GLConsumer> mST;
-    sp<Surface> mSTC;
-    sp<ANativeWindow> mANW;
-    sp<TextureRenderer> mTextureRenderer;
-    sp<FrameWaiter> mFW;
-};
-
-// Fill a YV12 buffer with a multi-colored checkerboard pattern
-void fillYV12Buffer(uint8_t* buf, int w, int h, int stride) {
-    const int blockWidth = w > 16 ? w / 16 : 1;
-    const int blockHeight = h > 16 ? h / 16 : 1;
-    const int yuvTexOffsetY = 0;
-    int yuvTexStrideY = stride;
-    int yuvTexOffsetV = yuvTexStrideY * h;
-    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
-    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
-    int yuvTexStrideU = yuvTexStrideV;
-    for (int x = 0; x < w; x++) {
-        for (int y = 0; y < h; y++) {
-            int parityX = (x / blockWidth) & 1;
-            int parityY = (y / blockHeight) & 1;
-            unsigned char intensity = (parityX ^ parityY) ? 63 : 191;
-            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = intensity;
-            if (x < w / 2 && y < h / 2) {
-                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = intensity;
-                if (x * 2 < w / 2 && y * 2 < h / 2) {
-                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 0] =
-                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 1] =
-                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 0] =
-                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 1] =
-                        intensity;
-                }
-            }
-        }
-    }
-}
-
-// Fill a YV12 buffer with red outside a given rectangle and green inside it.
-void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
-        const android_native_rect_t& rect) {
-    const int yuvTexOffsetY = 0;
-    int yuvTexStrideY = stride;
-    int yuvTexOffsetV = yuvTexStrideY * h;
-    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
-    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
-    int yuvTexStrideU = yuvTexStrideV;
-    for (int x = 0; x < w; x++) {
-        for (int y = 0; y < h; y++) {
-            bool inside = rect.left <= x && x < rect.right &&
-                    rect.top <= y && y < rect.bottom;
-            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = inside ? 240 : 64;
-            if (x < w / 2 && y < h / 2) {
-                bool inside = rect.left <= 2*x && 2*x < rect.right &&
-                        rect.top <= 2*y && 2*y < rect.bottom;
-                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = 16;
-                buf[yuvTexOffsetV + (y * yuvTexStrideV) + x] =
-                        inside ? 16 : 255;
-            }
-        }
-    }
-}
-
-void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride) {
-    const size_t PIXEL_SIZE = 4;
-    for (int x = 0; x < w; x++) {
-        for (int y = 0; y < h; y++) {
-            off_t offset = (y * stride + x) * PIXEL_SIZE;
-            for (int c = 0; c < 4; c++) {
-                int parityX = (x / (1 << (c+2))) & 1;
-                int parityY = (y / (1 << (c+2))) & 1;
-                buf[offset + c] = (parityX ^ parityY) ? 231 : 35;
-            }
-        }
-    }
-}
-
-void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride,
-        uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
-    const size_t PIXEL_SIZE = 4;
-    for (int y = 0; y < h; y++) {
-        for (int x = 0; x < w; x++) {
-            off_t offset = (y * stride + x) * PIXEL_SIZE;
-            buf[offset + 0] = r;
-            buf[offset + 1] = g;
-            buf[offset + 2] = b;
-            buf[offset + 3] = a;
-        }
-    }
-}
-
-// Produce a single RGBA8 frame by filling a buffer with a checkerboard pattern
-// using the CPU.  This assumes that the ANativeWindow is already configured to
-// allow this to be done (e.g. the format is set to RGBA8).
-//
-// Calls to this function should be wrapped in an ASSERT_NO_FATAL_FAILURE().
-void produceOneRGBA8Frame(const sp<ANativeWindow>& anw) {
-    android_native_buffer_t* anb;
-    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(anw.get(),
-            &anb));
-    ASSERT_TRUE(anb != NULL);
-
-    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-    uint8_t* img = NULL;
-    ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
-            (void**)(&img)));
-    fillRGBA8Buffer(img, buf->getWidth(), buf->getHeight(), buf->getStride());
-    ASSERT_EQ(NO_ERROR, buf->unlock());
-    ASSERT_EQ(NO_ERROR, anw->queueBuffer(anw.get(), buf->getNativeBuffer(),
-            -1));
-}
-
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
-    const int texWidth = 64;
-    const int texHeight = 66;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    ANativeWindowBuffer* anb;
-    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    ASSERT_TRUE(anb != NULL);
-
-    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-    // Fill the buffer with the a checkerboard pattern
-    uint8_t* img = NULL;
-    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
-    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
-    buf->unlock();
-    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
-            -1));
-
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 255, 127, 255, 255, 3));
-    EXPECT_TRUE(checkPixel(63,  0,   0, 133,   0, 255, 3));
-    EXPECT_TRUE(checkPixel(63, 65,   0, 133,   0, 255, 3));
-    EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255, 3));
-
-    EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255, 3));
-    EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255, 3));
-    EXPECT_TRUE(checkPixel(52, 51,  98, 255,  73, 255, 3));
-    EXPECT_TRUE(checkPixel( 7, 31, 155,   0, 118, 255, 3));
-    EXPECT_TRUE(checkPixel(31,  9, 107,  24,  87, 255, 3));
-    EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255, 3));
-    EXPECT_TRUE(checkPixel(36, 22, 155,  29,   0, 255, 3));
-}
-
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferPow2) {
-    const int texWidth = 64;
-    const int texHeight = 64;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    ANativeWindowBuffer* anb;
-    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    ASSERT_TRUE(anb != NULL);
-
-    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-    // Fill the buffer with the a checkerboard pattern
-    uint8_t* img = NULL;
-    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
-    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
-    buf->unlock();
-    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
-            -1));
-
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0,   0, 133,   0, 255));
-    EXPECT_TRUE(checkPixel(63,  0, 255, 127, 255, 255));
-    EXPECT_TRUE(checkPixel(63, 63,   0, 133,   0, 255));
-    EXPECT_TRUE(checkPixel( 0, 63, 255, 127, 255, 255));
-
-    EXPECT_TRUE(checkPixel(22, 19, 100, 255,  74, 255));
-    EXPECT_TRUE(checkPixel(45, 11, 100, 255,  74, 255));
-    EXPECT_TRUE(checkPixel(52, 12, 155,   0, 181, 255));
-    EXPECT_TRUE(checkPixel( 7, 32, 150, 237, 170, 255));
-    EXPECT_TRUE(checkPixel(31, 54,   0,  71, 117, 255));
-    EXPECT_TRUE(checkPixel(29, 28,   0, 133,   0, 255));
-    EXPECT_TRUE(checkPixel(36, 41, 100, 232, 255, 255));
-}
-
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
-    const int texWidth = 64;
-    const int texHeight = 66;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    android_native_rect_t crops[] = {
-        {4, 6, 22, 36},
-        {0, 6, 22, 36},
-        {4, 0, 22, 36},
-        {4, 6, texWidth, 36},
-        {4, 6, 22, texHeight},
-    };
-
-    for (int i = 0; i < 5; i++) {
-        const android_native_rect_t& crop(crops[i]);
-        SCOPED_TRACE(String8::format("rect{ l: %d t: %d r: %d b: %d }",
-                crop.left, crop.top, crop.right, crop.bottom).string());
-
-        ASSERT_EQ(NO_ERROR, native_window_set_crop(mANW.get(), &crop));
-
-        ANativeWindowBuffer* anb;
-        ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-                &anb));
-        ASSERT_TRUE(anb != NULL);
-
-        sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-        uint8_t* img = NULL;
-        buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
-        fillYV12BufferRect(img, texWidth, texHeight, buf->getStride(), crop);
-        buf->unlock();
-        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
-                buf->getNativeBuffer(), -1));
-
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-        glClearColor(0.2, 0.2, 0.2, 0.2);
-        glClear(GL_COLOR_BUFFER_BIT);
-
-        glViewport(0, 0, 64, 64);
-        drawTexture();
-
-        EXPECT_TRUE(checkPixel( 0,  0,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(63,  0,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(63, 63,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel( 0, 63,  82, 255,  35, 255));
-
-        EXPECT_TRUE(checkPixel(25, 14,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(35, 31,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(57,  6,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel( 5, 42,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(32, 33,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(16, 26,  82, 255,  35, 255));
-        EXPECT_TRUE(checkPixel(46, 51,  82, 255,  35, 255));
-    }
-}
-
-// This test is intended to catch synchronization bugs between the CPU-written
-// and GPU-read buffers.
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
-    enum { texWidth = 16 };
-    enum { texHeight = 16 };
-    enum { numFrames = 1024 };
-
-    ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    struct TestPixel {
-        int x;
-        int y;
-    };
-    const TestPixel testPixels[] = {
-        {  4, 11 },
-        { 12, 14 },
-        {  7,  2 },
-    };
-    enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
-
-    class ProducerThread : public Thread {
-    public:
-        ProducerThread(const sp<ANativeWindow>& anw,
-                const TestPixel* testPixels):
-                mANW(anw),
-                mTestPixels(testPixels) {
-        }
-
-        virtual ~ProducerThread() {
-        }
-
-        virtual bool threadLoop() {
-            for (int i = 0; i < numFrames; i++) {
-                ANativeWindowBuffer* anb;
-                if (native_window_dequeue_buffer_and_wait(mANW.get(),
-                        &anb) != NO_ERROR) {
-                    return false;
-                }
-                if (anb == NULL) {
-                    return false;
-                }
-
-                sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-                const int yuvTexOffsetY = 0;
-                int stride = buf->getStride();
-                int yuvTexStrideY = stride;
-                int yuvTexOffsetV = yuvTexStrideY * texHeight;
-                int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
-                int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
-                int yuvTexStrideU = yuvTexStrideV;
-
-                uint8_t* img = NULL;
-                buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
-
-                // Gray out all the test pixels first, so we're more likely to
-                // see a failure if GL is still texturing from the buffer we
-                // just dequeued.
-                for (int j = 0; j < numTestPixels; j++) {
-                    int x = mTestPixels[j].x;
-                    int y = mTestPixels[j].y;
-                    uint8_t value = 128;
-                    img[y*stride + x] = value;
-                }
-
-                // Fill the buffer with gray.
-                for (int y = 0; y < texHeight; y++) {
-                    for (int x = 0; x < texWidth; x++) {
-                        img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
-                        img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
-                        img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
-                    }
-                }
-
-                // Set the test pixels to either white or black.
-                for (int j = 0; j < numTestPixels; j++) {
-                    int x = mTestPixels[j].x;
-                    int y = mTestPixels[j].y;
-                    uint8_t value = 0;
-                    if (j == (i % numTestPixels)) {
-                        value = 255;
-                    }
-                    img[y*stride + x] = value;
-                }
-
-                buf->unlock();
-                if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(), -1)
-                        != NO_ERROR) {
-                    return false;
-                }
-            }
-            return false;
-        }
-
-        sp<ANativeWindow> mANW;
-        const TestPixel* mTestPixels;
-    };
-
-    sp<Thread> pt(new ProducerThread(mANW, testPixels));
-    pt->run();
-
-    glViewport(0, 0, texWidth, texHeight);
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    // We wait for the first two frames up front so that the producer will be
-    // likely to dequeue the buffer that's currently being textured from.
-    mFW->waitForFrame();
-    mFW->waitForFrame();
-
-    for (int i = 0; i < numFrames; i++) {
-        SCOPED_TRACE(String8::format("frame %d", i).string());
-
-        // We must wait for each frame to come in because if we ever do an
-        // updateTexImage call that doesn't consume a newly available buffer
-        // then the producer and consumer will get out of sync, which will cause
-        // a deadlock.
-        if (i > 1) {
-            mFW->waitForFrame();
-        }
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        drawTexture();
-
-        for (int j = 0; j < numTestPixels; j++) {
-            int x = testPixels[j].x;
-            int y = testPixels[j].y;
-            uint8_t value = 0;
-            if (j == (i % numTestPixels)) {
-                // We must y-invert the texture coords
-                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
-            } else {
-                // We must y-invert the texture coords
-                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
-            }
-        }
-    }
-
-    pt->requestExitAndWait();
-}
-
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferNpot) {
-    const int texWidth = 64;
-    const int texHeight = 66;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-    EXPECT_TRUE(checkPixel(63,  0, 231, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(63, 65, 231, 231, 231, 231));
-    EXPECT_TRUE(checkPixel( 0, 65,  35,  35,  35,  35));
-
-    EXPECT_TRUE(checkPixel(15, 10,  35, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(23, 65, 231,  35, 231,  35));
-    EXPECT_TRUE(checkPixel(19, 40,  35, 231,  35,  35));
-    EXPECT_TRUE(checkPixel(38, 30, 231,  35,  35,  35));
-    EXPECT_TRUE(checkPixel(42, 54,  35,  35,  35, 231));
-    EXPECT_TRUE(checkPixel(37, 34,  35, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(31,  8, 231,  35,  35, 231));
-    EXPECT_TRUE(checkPixel(37, 47, 231,  35, 231, 231));
-    EXPECT_TRUE(checkPixel(25, 38,  35,  35,  35,  35));
-    EXPECT_TRUE(checkPixel(49,  6,  35, 231,  35,  35));
-    EXPECT_TRUE(checkPixel(54, 50,  35, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(27, 26, 231, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(10,  6,  35,  35, 231, 231));
-    EXPECT_TRUE(checkPixel(29,  4,  35,  35,  35, 231));
-    EXPECT_TRUE(checkPixel(55, 28,  35,  35, 231,  35));
-    EXPECT_TRUE(checkPixel(58, 55,  35,  35, 231, 231));
-}
-
-TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferPow2) {
-    const int texWidth = 64;
-    const int texHeight = 64;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 231, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(63,  0,  35,  35,  35,  35));
-    EXPECT_TRUE(checkPixel(63, 63, 231, 231, 231, 231));
-    EXPECT_TRUE(checkPixel( 0, 63,  35,  35,  35,  35));
-
-    EXPECT_TRUE(checkPixel(12, 46, 231, 231, 231,  35));
-    EXPECT_TRUE(checkPixel(16,  1, 231, 231,  35, 231));
-    EXPECT_TRUE(checkPixel(21, 12, 231,  35,  35, 231));
-    EXPECT_TRUE(checkPixel(26, 51, 231,  35, 231,  35));
-    EXPECT_TRUE(checkPixel( 5, 32,  35, 231, 231,  35));
-    EXPECT_TRUE(checkPixel(13,  8,  35, 231, 231, 231));
-    EXPECT_TRUE(checkPixel(46,  3,  35,  35, 231,  35));
-    EXPECT_TRUE(checkPixel(30, 33,  35,  35,  35,  35));
-    EXPECT_TRUE(checkPixel( 6, 52, 231, 231,  35,  35));
-    EXPECT_TRUE(checkPixel(55, 33,  35, 231,  35, 231));
-    EXPECT_TRUE(checkPixel(16, 29,  35,  35, 231, 231));
-    EXPECT_TRUE(checkPixel( 1, 30,  35,  35,  35, 231));
-    EXPECT_TRUE(checkPixel(41, 37,  35,  35, 231, 231));
-    EXPECT_TRUE(checkPixel(46, 29, 231, 231,  35,  35));
-    EXPECT_TRUE(checkPixel(15, 25,  35, 231,  35, 231));
-    EXPECT_TRUE(checkPixel( 3, 52,  35, 231,  35,  35));
-}
-
-// Tests if GLConsumer and BufferQueue are robust enough
-// to handle a special case where updateTexImage is called
-// in the middle of disconnect.  This ordering is enforced
-// by blocking in the disconnect callback.
-TEST_F(SurfaceTextureGLTest, DisconnectStressTest) {
-
-    class ProducerThread : public Thread {
-    public:
-        ProducerThread(const sp<ANativeWindow>& anw):
-                mANW(anw) {
-        }
-
-        virtual ~ProducerThread() {
-        }
-
-        virtual bool threadLoop() {
-            ANativeWindowBuffer* anb;
-
-            native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_EGL);
-
-            for (int numFrames =0 ; numFrames < 2; numFrames ++) {
-
-                if (native_window_dequeue_buffer_and_wait(mANW.get(),
-                        &anb) != NO_ERROR) {
-                    return false;
-                }
-                if (anb == NULL) {
-                    return false;
-                }
-                if (mANW->queueBuffer(mANW.get(), anb, -1)
-                        != NO_ERROR) {
-                    return false;
-                }
-            }
-
-            native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL);
-
-            return false;
-        }
-
-    private:
-        sp<ANativeWindow> mANW;
-    };
-
-    sp<DisconnectWaiter> dw(new DisconnectWaiter());
-    mBQ->consumerConnect(dw, false);
-
-
-    sp<Thread> pt(new ProducerThread(mANW));
-    pt->run();
-
-    // eat a frame so GLConsumer will own an at least one slot
-    dw->waitForFrame();
-    EXPECT_EQ(OK,mST->updateTexImage());
-
-    dw->waitForFrame();
-    // Could fail here as GLConsumer thinks it still owns the slot
-    // but bufferQueue has released all slots
-    EXPECT_EQ(OK,mST->updateTexImage());
-
-    dw->finishDisconnect();
-}
-
-
-// This test ensures that the GLConsumer clears the mCurrentTexture
-// when it is disconnected and reconnected.  Otherwise it will
-// attempt to release a buffer that it does not owned
-TEST_F(SurfaceTextureGLTest, DisconnectClearsCurrentTexture) {
-    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
-            NATIVE_WINDOW_API_EGL));
-
-    ANativeWindowBuffer *anb;
-
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-
-    EXPECT_EQ(OK,mST->updateTexImage());
-    EXPECT_EQ(OK,mST->updateTexImage());
-
-    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
-            NATIVE_WINDOW_API_EGL));
-    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
-            NATIVE_WINDOW_API_EGL));
-
-    EXPECT_EQ(OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-
-    // Will fail here if mCurrentTexture is not cleared properly
-    mFW->waitForFrame();
-    EXPECT_EQ(OK,mST->updateTexImage());
-
-    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
-            NATIVE_WINDOW_API_EGL));
-}
-
-TEST_F(SurfaceTextureGLTest, ScaleToWindowMode) {
-    ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
-        NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW));
-
-    // The producer image size
-    ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
-
-    // The consumer image size (16 x 9) ratio
-    mST->setDefaultBufferSize(1280, 720);
-
-    ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
-            NATIVE_WINDOW_API_CPU));
-
-    ANativeWindowBuffer *anb;
-
-    android_native_rect_t odd = {23, 78, 123, 477};
-    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &odd));
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-    mFW->waitForFrame();
-    EXPECT_EQ(OK, mST->updateTexImage());
-    Rect r = mST->getCurrentCrop();
-    assertRectEq(Rect(23, 78, 123, 477), r);
-
-    ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
-            NATIVE_WINDOW_API_CPU));
-}
-
-// This test ensures the scaling mode does the right thing
-// ie NATIVE_WINDOW_SCALING_MODE_CROP should crop
-// the image such that it has the same aspect ratio as the
-// default buffer size
-TEST_F(SurfaceTextureGLTest, CroppedScalingMode) {
-    ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
-        NATIVE_WINDOW_SCALING_MODE_SCALE_CROP));
-
-    // The producer image size
-    ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
-
-    // The consumer image size (16 x 9) ratio
-    mST->setDefaultBufferSize(1280, 720);
-
-    native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU);
-
-    ANativeWindowBuffer *anb;
-
-    // The crop is in the shape of (320, 180) === 16 x 9
-    android_native_rect_t standard = {10, 20, 330, 200};
-    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &standard));
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-    mFW->waitForFrame();
-    EXPECT_EQ(OK, mST->updateTexImage());
-    Rect r = mST->getCurrentCrop();
-    // crop should be the same as crop (same aspect ratio)
-    assertRectEq(Rect(10, 20, 330, 200), r);
-
-    // make this wider then desired aspect 239 x 100 (2.39:1)
-    android_native_rect_t wide = {20, 30, 259, 130};
-    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &wide));
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-    mFW->waitForFrame();
-    EXPECT_EQ(OK, mST->updateTexImage());
-    r = mST->getCurrentCrop();
-    // crop should be the same height, but have cropped left and right borders
-    // offset is 30.6 px L+, R-
-    assertRectEq(Rect(51, 30, 228, 130), r);
-
-    // This image is taller then desired aspect 400 x 300 (4:3)
-    android_native_rect_t narrow = {0, 0, 400, 300};
-    ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &narrow));
-    EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb));
-    EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1));
-    mFW->waitForFrame();
-    EXPECT_EQ(OK, mST->updateTexImage());
-    r = mST->getCurrentCrop();
-    // crop should be the same width, but have cropped top and bottom borders
-    // offset is 37.5 px
-    assertRectEq(Rect(0, 37, 400, 262), r);
-
-    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
-}
-
-TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
-    class ProducerThread : public Thread {
-    public:
-        ProducerThread(const sp<ANativeWindow>& anw):
-                mANW(anw),
-                mDequeueError(NO_ERROR) {
-        }
-
-        virtual ~ProducerThread() {
-        }
-
-        virtual bool threadLoop() {
-            Mutex::Autolock lock(mMutex);
-            ANativeWindowBuffer* anb;
-
-            // Frame 1
-            if (native_window_dequeue_buffer_and_wait(mANW.get(),
-                    &anb) != NO_ERROR) {
-                return false;
-            }
-            if (anb == NULL) {
-                return false;
-            }
-            if (mANW->queueBuffer(mANW.get(), anb, -1)
-                    != NO_ERROR) {
-                return false;
-            }
-
-            // Frame 2
-            if (native_window_dequeue_buffer_and_wait(mANW.get(),
-                    &anb) != NO_ERROR) {
-                return false;
-            }
-            if (anb == NULL) {
-                return false;
-            }
-            if (mANW->queueBuffer(mANW.get(), anb, -1)
-                    != NO_ERROR) {
-                return false;
-            }
-
-            // Frame 3 - error expected
-            mDequeueError = native_window_dequeue_buffer_and_wait(mANW.get(),
-                &anb);
-            return false;
-        }
-
-        status_t getDequeueError() {
-            Mutex::Autolock lock(mMutex);
-            return mDequeueError;
-        }
-
-    private:
-        sp<ANativeWindow> mANW;
-        status_t mDequeueError;
-        Mutex mMutex;
-    };
-
-    ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
-
-    sp<Thread> pt(new ProducerThread(mANW));
-    pt->run();
-
-    mFW->waitForFrame();
-    mFW->waitForFrame();
-
-    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
-    // block waiting for a buffer to become available.
-    usleep(100000);
-
-    mST->abandon();
-
-    pt->requestExitAndWait();
-    ASSERT_EQ(NO_INIT,
-            reinterpret_cast<ProducerThread*>(pt.get())->getDequeueError());
-}
-
-TEST_F(SurfaceTextureGLTest, InvalidWidthOrHeightFails) {
-    int texHeight = 16;
-    ANativeWindowBuffer* anb;
-
-    GLint maxTextureSize;
-    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
-
-    // make sure it works with small textures
-    mST->setDefaultBufferSize(16, texHeight);
-    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    EXPECT_EQ(16, anb->width);
-    EXPECT_EQ(texHeight, anb->height);
-    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
-    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
-
-    // make sure it works with GL_MAX_TEXTURE_SIZE
-    mST->setDefaultBufferSize(maxTextureSize, texHeight);
-    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    EXPECT_EQ(maxTextureSize, anb->width);
-    EXPECT_EQ(texHeight, anb->height);
-    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
-    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
-
-    // make sure it fails with GL_MAX_TEXTURE_SIZE+1
-    mST->setDefaultBufferSize(maxTextureSize+1, texHeight);
-    EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    EXPECT_EQ(maxTextureSize+1, anb->width);
-    EXPECT_EQ(texHeight, anb->height);
-    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1));
-    ASSERT_NE(NO_ERROR, mST->updateTexImage());
-}
-
-/*
- * This test fixture is for testing GL -> GL texture streaming.  It creates an
- * EGLSurface and an EGLContext for the image producer to use.
- */
-class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
-protected:
-    SurfaceTextureGLToGLTest():
-            mProducerEglSurface(EGL_NO_SURFACE),
-            mProducerEglContext(EGL_NO_CONTEXT) {
-    }
-
-    virtual void SetUp() {
-        SurfaceTextureGLTest::SetUp();
-
-        mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
-                mANW.get(), NULL);
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
-
-        mProducerEglContext = eglCreateContext(mEglDisplay, mGlConfig,
-                EGL_NO_CONTEXT, getContextAttribs());
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
-    }
-
-    virtual void TearDown() {
-        if (mProducerEglContext != EGL_NO_CONTEXT) {
-            eglDestroyContext(mEglDisplay, mProducerEglContext);
-        }
-        if (mProducerEglSurface != EGL_NO_SURFACE) {
-            eglDestroySurface(mEglDisplay, mProducerEglSurface);
-        }
-        SurfaceTextureGLTest::TearDown();
-    }
-
-    EGLSurface mProducerEglSurface;
-    EGLContext mProducerEglContext;
-};
-
-TEST_F(SurfaceTextureGLToGLTest, TransformHintGetsRespected) {
-    const uint32_t texWidth = 32;
-    const uint32_t texHeight = 64;
-
-    mST->setDefaultBufferSize(texWidth, texHeight);
-    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
-
-    // This test requires 3 buffers to avoid deadlock because we're
-    // both producer and consumer, and only using one thread.
-    mST->setDefaultMaxBufferCount(3);
-
-    // Do the producer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Start a buffer with our chosen size and transform hint moving
-    // through the system.
-    glClear(GL_COLOR_BUFFER_BIT);  // give the driver something to do
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-    mST->updateTexImage();  // consume it
-    // Swap again.
-    glClear(GL_COLOR_BUFFER_BIT);
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-    mST->updateTexImage();
-
-    // The current buffer should either show the effects of the transform
-    // hint (in the form of an inverse transform), or show that the
-    // transform hint has been ignored.
-    sp<GraphicBuffer> buf = mST->getCurrentBuffer();
-    if (mST->getCurrentTransform() == NATIVE_WINDOW_TRANSFORM_ROT_270) {
-        ASSERT_EQ(texWidth, buf->getHeight());
-        ASSERT_EQ(texHeight, buf->getWidth());
-    } else {
-        ASSERT_EQ(texWidth, buf->getWidth());
-        ASSERT_EQ(texHeight, buf->getHeight());
-    }
-
-    // Reset the transform hint and confirm that it takes.
-    mST->setTransformHint(0);
-    glClear(GL_COLOR_BUFFER_BIT);
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-    mST->updateTexImage();
-    glClear(GL_COLOR_BUFFER_BIT);
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-    mST->updateTexImage();
-
-    buf = mST->getCurrentBuffer();
-    ASSERT_EQ((uint32_t) 0, mST->getCurrentTransform());
-    ASSERT_EQ(texWidth, buf->getWidth());
-    ASSERT_EQ(texHeight, buf->getHeight());
-}
-
-TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
-    const int texWidth = 64;
-    const int texHeight = 64;
-
-    mST->setDefaultBufferSize(texWidth, texHeight);
-
-    // This test requires 3 buffers to complete run on a single thread.
-    mST->setDefaultMaxBufferCount(3);
-
-    // Do the producer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // This is needed to ensure we pick up a buffer of the correct size.
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    glClearColor(0.6, 0.6, 0.6, 0.6);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glEnable(GL_SCISSOR_TEST);
-    glScissor(4, 4, 4, 4);
-    glClearColor(1.0, 0.0, 0.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glScissor(24, 48, 4, 4);
-    glClearColor(0.0, 1.0, 0.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glScissor(37, 17, 4, 4);
-    glClearColor(0.0, 0.0, 1.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    // Do the consumer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    glDisable(GL_SCISSOR_TEST);
-
-    // Skip the first frame, which was empty
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
-
-    EXPECT_TRUE(checkPixel( 4,  7, 255,   0,   0, 255));
-    EXPECT_TRUE(checkPixel(25, 51,   0, 255,   0, 255));
-    EXPECT_TRUE(checkPixel(40, 19,   0,   0, 255, 255));
-    EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(13,  8, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(46,  3, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
-}
-
-TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
-    sp<GraphicBuffer> buffers[2];
-
-    // This test requires async mode to run on a single thread.
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    for (int i = 0; i < 2; i++) {
-        // Produce a frame
-        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-                mProducerEglSurface, mProducerEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        glClear(GL_COLOR_BUFFER_BIT);
-        eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-        // Consume a frame
-        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-                mEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        mFW->waitForFrame();
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        buffers[i] = mST->getCurrentBuffer();
-    }
-
-    // Destroy the GL texture object to release its ref on buffers[2].
-    GLuint texID = TEX_ID;
-    glDeleteTextures(1, &texID);
-
-    // Destroy the EGLSurface
-    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    mProducerEglSurface = EGL_NO_SURFACE;
-
-    // This test should have the only reference to buffer 0.
-    EXPECT_EQ(1, buffers[0]->getStrongCount());
-
-    // The GLConsumer should hold a single reference to buffer 1 in its
-    // mCurrentBuffer member.  All of the references in the slots should have
-    // been released.
-    EXPECT_EQ(2, buffers[1]->getStrongCount());
-}
-
-TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
-    sp<GraphicBuffer> buffers[3];
-
-    // This test requires async mode to run on a single thread.
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    for (int i = 0; i < 3; i++) {
-        // Produce a frame
-        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-                mProducerEglSurface, mProducerEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        glClear(GL_COLOR_BUFFER_BIT);
-        EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-        // Consume a frame
-        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-                mEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        mFW->waitForFrame();
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        buffers[i] = mST->getCurrentBuffer();
-    }
-
-    // Abandon the GLConsumer, releasing the ref that the GLConsumer has
-    // on buffers[2].
-    mST->abandon();
-
-    // Destroy the GL texture object to release its ref on buffers[2].
-    GLuint texID = TEX_ID;
-    glDeleteTextures(1, &texID);
-
-    // Destroy the EGLSurface.
-    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    mProducerEglSurface = EGL_NO_SURFACE;
-
-    EXPECT_EQ(1, buffers[0]->getStrongCount());
-    EXPECT_EQ(1, buffers[1]->getStrongCount());
-
-    // Depending on how lazily the GL driver dequeues buffers, we may end up
-    // with either two or three total buffers.  If there are three, make sure
-    // the last one was properly down-ref'd.
-    if (buffers[2] != buffers[0]) {
-        EXPECT_EQ(1, buffers[2]->getStrongCount());
-    }
-}
-
-TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) {
-    sp<GraphicBuffer> buffer;
-
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-
-    // Produce a frame
-    glClear(GL_COLOR_BUFFER_BIT);
-    EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Destroy the EGLSurface.
-    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    mProducerEglSurface = EGL_NO_SURFACE;
-    mSTC.clear();
-    mANW.clear();
-    mTextureRenderer.clear();
-
-    // Consume a frame
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    buffer = mST->getCurrentBuffer();
-
-    // Destroy the GL texture object to release its ref
-    GLuint texID = TEX_ID;
-    glDeleteTextures(1, &texID);
-
-    // make un-current, all references to buffer should be gone
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
-            EGL_NO_SURFACE, EGL_NO_CONTEXT));
-
-    // Destroy consumer
-    mST.clear();
-
-    EXPECT_EQ(1, buffer->getStrongCount());
-}
-
-TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentAfterConsumerDeathUnrefsBuffers) {
-    sp<GraphicBuffer> buffer;
-
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-
-    // Produce a frame
-    glClear(GL_COLOR_BUFFER_BIT);
-    EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Destroy the EGLSurface.
-    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    mProducerEglSurface = EGL_NO_SURFACE;
-    mSTC.clear();
-    mANW.clear();
-    mTextureRenderer.clear();
-
-    // Consume a frame
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    buffer = mST->getCurrentBuffer();
-
-    // Destroy the GL texture object to release its ref
-    GLuint texID = TEX_ID;
-    glDeleteTextures(1, &texID);
-
-    // Destroy consumer
-    mST.clear();
-
-    // make un-current, all references to buffer should be gone
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
-            EGL_NO_SURFACE, EGL_NO_CONTEXT));
-
-    EXPECT_EQ(1, buffer->getStrongCount());
-}
-
-TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) {
-    enum { texWidth = 64 };
-    enum { texHeight = 64 };
-
-    // This test requires 3 buffers to complete run on a single thread.
-    mST->setDefaultMaxBufferCount(3);
-
-    // Set the user buffer size.
-    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
-
-    // Do the producer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // This is needed to ensure we pick up a buffer of the correct size.
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    glClearColor(0.6, 0.6, 0.6, 0.6);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glEnable(GL_SCISSOR_TEST);
-    glScissor(4, 4, 1, 1);
-    glClearColor(1.0, 0.0, 0.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    // Do the consumer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    glDisable(GL_SCISSOR_TEST);
-
-    // Skip the first frame, which was empty
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
-
-    EXPECT_TRUE(checkPixel( 4,  4, 255,   0,   0, 255));
-    EXPECT_TRUE(checkPixel( 5,  5, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 3,  3, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(45, 52, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(12, 36, 153, 153, 153, 153));
-}
-
-TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedUserSizedGLFilledBuffer) {
-    enum { texWidth = 64 };
-    enum { texHeight = 16 };
-
-    // This test requires 3 buffers to complete run on a single thread.
-    mST->setDefaultMaxBufferCount(3);
-
-    // Set the transform hint.
-    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
-
-    // Set the user buffer size.
-    native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
-
-    // Do the producer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // This is needed to ensure we pick up a buffer of the correct size and the
-    // new rotation hint.
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    glClearColor(0.6, 0.6, 0.6, 0.6);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glEnable(GL_SCISSOR_TEST);
-    glScissor(24, 4, 1, 1);
-    glClearColor(1.0, 0.0, 0.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    // Do the consumer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    glDisable(GL_SCISSOR_TEST);
-
-    // Skip the first frame, which was empty
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
-
-    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
-    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
-}
-
-TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedGLFilledBuffer) {
-    enum { texWidth = 64 };
-    enum { texHeight = 16 };
-
-    // This test requires 3 buffers to complete run on a single thread.
-    mST->setDefaultMaxBufferCount(3);
-
-    // Set the transform hint.
-    mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
-
-    // Set the default buffer size.
-    mST->setDefaultBufferSize(texWidth, texHeight);
-
-    // Do the producer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
-            mProducerEglSurface, mProducerEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // This is needed to ensure we pick up a buffer of the correct size and the
-    // new rotation hint.
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    glClearColor(0.6, 0.6, 0.6, 0.6);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glEnable(GL_SCISSOR_TEST);
-    glScissor(24, 4, 1, 1);
-    glClearColor(1.0, 0.0, 0.0, 1.0);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
-
-    // Do the consumer side of things
-    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    glDisable(GL_SCISSOR_TEST);
-
-    // Skip the first frame, which was empty
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    glViewport(0, 0, texWidth, texHeight);
-    drawTexture();
-
-    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
-
-    EXPECT_TRUE(checkPixel(24,  4, 255,   0,   0, 255));
-    EXPECT_TRUE(checkPixel(25,  5, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(23,  3, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
-    EXPECT_TRUE(checkPixel(12,  8, 153, 153, 153, 153));
-}
-
-/*
- * 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() {
-            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();
-    }
-
-    sp<ProducerThread> mProducerThread;
-    sp<FrameCondition> mFC;
-};
-
-TEST_F(SurfaceTextureGLThreadToGLTest,
-        UpdateTexImageBeforeFrameFinishedCompletes) {
-    class PT : public ProducerThread {
-        virtual void render() {
-            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
-            glClear(GL_COLOR_BUFFER_BIT);
-            swapBuffers();
-        }
-    };
-
-    runProducerThread(new PT());
-
-    mFC->waitForFrame();
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    mFC->finishFrame();
-
-    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
-}
-
-TEST_F(SurfaceTextureGLThreadToGLTest,
-        UpdateTexImageAfterFrameFinishedCompletes) {
-    class PT : public ProducerThread {
-        virtual void render() {
-            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
-            glClear(GL_COLOR_BUFFER_BIT);
-            swapBuffers();
-        }
-    };
-
-    runProducerThread(new PT());
-
-    mFC->waitForFrame();
-    mFC->finishFrame();
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
-}
-
-TEST_F(SurfaceTextureGLThreadToGLTest,
-        RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
-    enum { NUM_ITERATIONS = 1024 };
-
-    class PT : public ProducerThread {
-        virtual void render() {
-            for (int i = 0; i < NUM_ITERATIONS; i++) {
-                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
-                glClear(GL_COLOR_BUFFER_BIT);
-                ALOGV("+swapBuffers");
-                swapBuffers();
-                ALOGV("-swapBuffers");
-            }
-        }
-    };
-
-    runProducerThread(new PT());
-
-    for (int i = 0; i < NUM_ITERATIONS; i++) {
-        mFC->waitForFrame();
-        ALOGV("+updateTexImage");
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        ALOGV("-updateTexImage");
-        mFC->finishFrame();
-
-        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
-    }
-}
-
-TEST_F(SurfaceTextureGLThreadToGLTest,
-        RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
-    enum { NUM_ITERATIONS = 1024 };
-
-    class PT : public ProducerThread {
-        virtual void render() {
-            for (int i = 0; i < NUM_ITERATIONS; i++) {
-                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
-                glClear(GL_COLOR_BUFFER_BIT);
-                ALOGV("+swapBuffers");
-                swapBuffers();
-                ALOGV("-swapBuffers");
-            }
-        }
-    };
-
-    runProducerThread(new PT());
-
-    for (int i = 0; i < NUM_ITERATIONS; i++) {
-        mFC->waitForFrame();
-        mFC->finishFrame();
-        ALOGV("+updateTexImage");
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        ALOGV("-updateTexImage");
-
-        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
-    }
-}
-
-// XXX: This test is disabled because it is currently hanging on some devices.
-TEST_F(SurfaceTextureGLThreadToGLTest,
-        DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
-    enum { NUM_ITERATIONS = 64 };
-
-    class PT : public ProducerThread {
-        virtual void render() {
-            for (int i = 0; i < NUM_ITERATIONS; i++) {
-                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
-                glClear(GL_COLOR_BUFFER_BIT);
-                ALOGV("+swapBuffers");
-                swapBuffers();
-                ALOGV("-swapBuffers");
-            }
-        }
-    };
-
-    ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
-
-    runProducerThread(new PT());
-
-    // Allow three frames to be rendered and queued before starting the
-    // rendering in this thread.  For the latter two frames we don't call
-    // updateTexImage so the next dequeue from the producer thread will block
-    // waiting for a frame to become available.
-    mFC->waitForFrame();
-    mFC->finishFrame();
-
-    // We must call updateTexImage to consume the first frame so that the
-    // SurfaceTexture is able to reduce the buffer count to 2.  This is because
-    // the GL driver may dequeue a buffer when the EGLSurface is created, and
-    // that happens before we call setDefaultMaxBufferCount.  It's possible that the
-    // driver does not dequeue a buffer at EGLSurface creation time, so we
-    // cannot rely on this to cause the second dequeueBuffer call to block.
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    mFC->waitForFrame();
-    mFC->finishFrame();
-    mFC->waitForFrame();
-    mFC->finishFrame();
-
-    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
-    // block waiting for a buffer to become available.
-    usleep(100000);
-
-    // Render and present a number of images.  This thread should not be blocked
-    // by the fact that the producer thread is blocking in dequeue.
-    for (int i = 0; i < NUM_ITERATIONS; i++) {
-        glClear(GL_COLOR_BUFFER_BIT);
-        eglSwapBuffers(mEglDisplay, mEglSurface);
-    }
-
-    // Consume the two pending buffers to unblock the producer thread.
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    // Consume the remaining buffers from the producer thread.
-    for (int i = 0; i < NUM_ITERATIONS-3; i++) {
-        mFC->waitForFrame();
-        mFC->finishFrame();
-        ALOGV("+updateTexImage");
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-        ALOGV("-updateTexImage");
-    }
-}
-
-class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
-protected:
-
-    virtual void SetUp() {
-        SurfaceTextureGLTest::SetUp();
-
-        glGenFramebuffers(1, &mFbo);
-        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-
-        glGenTextures(1, &mFboTex);
-        glBindTexture(GL_TEXTURE_2D, mFboTex);
-        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
-                getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-        glBindTexture(GL_TEXTURE_2D, 0);
-        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-
-        glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
-        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-                GL_TEXTURE_2D, mFboTex, 0);
-        glBindFramebuffer(GL_FRAMEBUFFER, 0);
-        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    }
-
-    virtual void TearDown() {
-        SurfaceTextureGLTest::TearDown();
-
-        glDeleteTextures(1, &mFboTex);
-        glDeleteFramebuffers(1, &mFbo);
-    }
-
-    GLuint mFbo;
-    GLuint mFboTex;
-};
-
-// This test is intended to verify that proper synchronization is done when
-// rendering into an FBO.
-TEST_F(SurfaceTextureFBOTest, BlitFromCpuFilledBufferToFbo) {
-    const int texWidth = 64;
-    const int texHeight = 64;
-
-    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
-            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
-    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
-            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
-
-    android_native_buffer_t* anb;
-    ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-            &anb));
-    ASSERT_TRUE(anb != NULL);
-
-    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
-
-    // Fill the buffer with green
-    uint8_t* img = NULL;
-    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
-    fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 0, 255,
-            0, 255);
-    buf->unlock();
-    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer(),
-            -1));
-
-    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
-    drawTexture();
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    for (int i = 0; i < 4; i++) {
-        SCOPED_TRACE(String8::format("frame %d", i).string());
-
-        ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(),
-                &anb));
-        ASSERT_TRUE(anb != NULL);
-
-        buf = new GraphicBuffer(anb, false);
-
-        // Fill the buffer with red
-        ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
-                (void**)(&img)));
-        fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 255, 0,
-                0, 255);
-        ASSERT_EQ(NO_ERROR, buf->unlock());
-        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
-                buf->getNativeBuffer(), -1));
-
-        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
-
-        drawTexture();
-
-        EXPECT_TRUE(checkPixel( 24, 39, 255, 0, 0, 255));
-    }
-
-    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
-
-    EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
-}
-
-class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest {
-protected:
-    enum { SECOND_TEX_ID = 123 };
-    enum { THIRD_TEX_ID = 456 };
-
-    SurfaceTextureMultiContextGLTest():
-            mSecondEglContext(EGL_NO_CONTEXT) {
-    }
-
-    virtual void SetUp() {
-        SurfaceTextureGLTest::SetUp();
-
-        // Set up the secondary context and texture renderer.
-        mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
-                EGL_NO_CONTEXT, getContextAttribs());
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
-
-        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-                mSecondEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        mSecondTextureRenderer = new TextureRenderer(SECOND_TEX_ID, mST);
-        ASSERT_NO_FATAL_FAILURE(mSecondTextureRenderer->SetUp());
-
-        // Set up the tertiary context and texture renderer.
-        mThirdEglContext = eglCreateContext(mEglDisplay, mGlConfig,
-                EGL_NO_CONTEXT, getContextAttribs());
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        ASSERT_NE(EGL_NO_CONTEXT, mThirdEglContext);
-
-        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-                mThirdEglContext));
-        ASSERT_EQ(EGL_SUCCESS, eglGetError());
-        mThirdTextureRenderer = new TextureRenderer(THIRD_TEX_ID, mST);
-        ASSERT_NO_FATAL_FAILURE(mThirdTextureRenderer->SetUp());
-
-        // Switch back to the primary context to start the tests.
-        ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-                mEglContext));
-    }
-
-    virtual void TearDown() {
-        if (mThirdEglContext != EGL_NO_CONTEXT) {
-            eglDestroyContext(mEglDisplay, mThirdEglContext);
-        }
-        if (mSecondEglContext != EGL_NO_CONTEXT) {
-            eglDestroyContext(mEglDisplay, mSecondEglContext);
-        }
-        SurfaceTextureGLTest::TearDown();
-    }
-
-    EGLContext mSecondEglContext;
-    sp<TextureRenderer> mSecondTextureRenderer;
-
-    EGLContext mThirdEglContext;
-    sp<TextureRenderer> mThirdTextureRenderer;
-};
-
-TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Attempt to latch the texture on the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Check that the GL texture was deleted.
-    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        DetachFromContextSucceedsAfterProducerDisconnect) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Check that the GL texture was deleted.
-    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Attempt to detach from the primary context.
-    mST->abandon();
-    ASSERT_EQ(NO_INIT, mST->detachFromContext());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attempt to detach from the primary context again.
-    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Make there be no current display.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
-            EGL_NO_CONTEXT));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Attempt to detach from the primary context.
-    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Make current context be incorrect.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Attempt to detach from the primary context.
-    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attempt to latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Verify that the texture object was created and bound.
-    GLint texBinding = -1;
-    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
-    EXPECT_EQ(SECOND_TEX_ID, texBinding);
-
-    // Try to use the texture from the secondary context.
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-    glViewport(0, 0, 1, 1);
-    mSecondTextureRenderer->drawTexture();
-    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        AttachToContextSucceedsAfterProducerDisconnect) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Verify that the texture object was created and bound.
-    GLint texBinding = -1;
-    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
-    EXPECT_EQ(SECOND_TEX_ID, texBinding);
-
-    // Try to use the texture from the secondary context.
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-    glViewport(0, 0, 1, 1);
-    mSecondTextureRenderer->drawTexture();
-    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        AttachToContextSucceedsBeforeUpdateTexImage) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Detach from the primary context.
-    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Verify that the texture object was created and bound.
-    GLint texBinding = -1;
-    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
-    EXPECT_EQ(SECOND_TEX_ID, texBinding);
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Try to use the texture from the secondary context.
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-    glViewport(0, 0, 1, 1);
-    mSecondTextureRenderer->drawTexture();
-    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attempt to attach to the secondary context.
-    mST->abandon();
-
-    // Attempt to attach to the primary context.
-    ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Attempt to attach to the primary context.
-    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Attempt to attach to the primary context.
-    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Make there be no current display.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
-            EGL_NO_CONTEXT));
-    ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
-    // Attempt to attach with no context current.
-    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Latch the texture contents on the primary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Detach from the secondary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the tertiary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mThirdEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
-
-    // Verify that the texture object was created and bound.
-    GLint texBinding = -1;
-    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
-    EXPECT_EQ(THIRD_TEX_ID, texBinding);
-
-    // Try to use the texture from the tertiary context.
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-    glViewport(0, 0, 1, 1);
-    mThirdTextureRenderer->drawTexture();
-    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Detach from the primary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the secondary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Detach from the secondary context.
-    ASSERT_EQ(OK, mST->detachFromContext());
-
-    // Attach to the tertiary context.
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mThirdEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
-
-    // Verify that the texture object was created and bound.
-    GLint texBinding = -1;
-    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
-    EXPECT_EQ(THIRD_TEX_ID, texBinding);
-
-    // Latch the texture contents on the tertiary context.
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // Try to use the texture from the tertiary context.
-    glClearColor(0.2, 0.2, 0.2, 0.2);
-    glClear(GL_COLOR_BUFFER_BIT);
-    glViewport(0, 0, 1, 1);
-    mThirdTextureRenderer->drawTexture();
-    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
-    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
-}
-
-TEST_F(SurfaceTextureMultiContextGLTest,
-        UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
-    ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
-
-    // produce two frames and consume them both on the primary context
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-
-    // produce one more frame
-    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
-
-    // Detach from the primary context and attach to the secondary context
-    ASSERT_EQ(OK, mST->detachFromContext());
-    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
-            mSecondEglContext));
-    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
-
-    // Consume final frame on secondary context
-    mFW->waitForFrame();
-    ASSERT_EQ(OK, mST->updateTexImage());
-}
-
-} // namespace android
diff --git a/libs/gui/tests/TextureRenderer.cpp b/libs/gui/tests/TextureRenderer.cpp
new file mode 100644
index 0000000..90951b3
--- /dev/null
+++ b/libs/gui/tests/TextureRenderer.cpp
@@ -0,0 +1,116 @@
+/*
+ * 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
diff --git a/libs/gui/tests/TextureRenderer.h b/libs/gui/tests/TextureRenderer.h
new file mode 100644
index 0000000..37b2b47
--- /dev/null
+++ b/libs/gui/tests/TextureRenderer.h
@@ -0,0 +1,46 @@
+/*
+ * 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_TEXTURE_RENDERER_H
+#define ANDROID_TEXTURE_RENDERER_H
+
+#include <GLES/gl.h>
+
+#include <utils/RefBase.h>
+
+namespace android {
+
+class GLConsumer;
+
+class TextureRenderer : public RefBase {
+public:
+    TextureRenderer(GLuint texName, const sp<GLConsumer>& st);
+
+    void SetUp();
+    void drawTexture();
+
+private:
+    GLuint mTexName;
+    sp<GLConsumer> mST;
+    GLuint mPgm;
+    GLint mPositionHandle;
+    GLint mTexSamplerHandle;
+    GLint mTexMatrixHandle;
+};
+
+} // namespace android
+
+#endif