Dan Stoza | cb1fcde | 2013-12-03 12:37:36 -0800 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2013 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | #include "TextureRenderer.h" |
| 18 | |
| 19 | #include "GLTest.h" |
| 20 | |
| 21 | #include <gui/GLConsumer.h> |
| 22 | |
| 23 | #include <GLES2/gl2.h> |
| 24 | #include <GLES2/gl2ext.h> |
| 25 | |
| 26 | #include <gtest/gtest.h> |
| 27 | |
| 28 | namespace android { |
| 29 | |
| 30 | TextureRenderer::TextureRenderer(GLuint texName, |
| 31 | const sp<GLConsumer>& st) : mTexName(texName), mST(st) { |
| 32 | } |
| 33 | |
| 34 | void TextureRenderer::SetUp() { |
| 35 | const char vsrc[] = |
| 36 | "attribute vec4 vPosition;\n" |
| 37 | "varying vec2 texCoords;\n" |
| 38 | "uniform mat4 texMatrix;\n" |
| 39 | "void main() {\n" |
| 40 | " vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" |
| 41 | " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n" |
| 42 | " gl_Position = vPosition;\n" |
| 43 | "}\n"; |
| 44 | |
| 45 | const char fsrc[] = |
| 46 | "#extension GL_OES_EGL_image_external : require\n" |
| 47 | "precision mediump float;\n" |
| 48 | "uniform samplerExternalOES texSampler;\n" |
| 49 | "varying vec2 texCoords;\n" |
| 50 | "void main() {\n" |
| 51 | " gl_FragColor = texture2D(texSampler, texCoords);\n" |
| 52 | "}\n"; |
| 53 | |
| 54 | { |
| 55 | SCOPED_TRACE("creating shader program"); |
| 56 | ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm)); |
| 57 | } |
| 58 | |
| 59 | mPositionHandle = glGetAttribLocation(mPgm, "vPosition"); |
| 60 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 61 | ASSERT_NE(-1, mPositionHandle); |
| 62 | mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler"); |
| 63 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 64 | ASSERT_NE(-1, mTexSamplerHandle); |
| 65 | mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix"); |
| 66 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 67 | ASSERT_NE(-1, mTexMatrixHandle); |
| 68 | } |
| 69 | |
| 70 | // drawTexture draws the GLConsumer over the entire GL viewport. |
| 71 | void TextureRenderer::drawTexture() { |
| 72 | static const GLfloat triangleVertices[] = { |
| 73 | -1.0f, 1.0f, |
| 74 | -1.0f, -1.0f, |
| 75 | 1.0f, -1.0f, |
| 76 | 1.0f, 1.0f, |
| 77 | }; |
| 78 | |
| 79 | glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, |
| 80 | triangleVertices); |
| 81 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 82 | glEnableVertexAttribArray(mPositionHandle); |
| 83 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 84 | |
| 85 | glUseProgram(mPgm); |
| 86 | glUniform1i(mTexSamplerHandle, 0); |
| 87 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 88 | glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName); |
| 89 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 90 | |
| 91 | // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as |
| 92 | // they're setting the defautls for that target, but when hacking |
| 93 | // things to use GL_TEXTURE_2D they are needed to achieve the same |
| 94 | // behavior. |
| 95 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, |
| 96 | GL_LINEAR); |
| 97 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 98 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, |
| 99 | GL_LINEAR); |
| 100 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 101 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, |
| 102 | GL_CLAMP_TO_EDGE); |
| 103 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 104 | glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, |
| 105 | GL_CLAMP_TO_EDGE); |
| 106 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 107 | |
| 108 | GLfloat texMatrix[16]; |
| 109 | mST->getTransformMatrix(texMatrix); |
| 110 | glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix); |
| 111 | |
| 112 | glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 113 | ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); |
| 114 | } |
| 115 | |
| 116 | } // namespace android |