1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker * Copyright 2013 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker *
4*38e8c45fSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker *
8*38e8c45fSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker *
10*38e8c45fSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker */
16*38e8c45fSAndroid Build Coastguard Worker
17*38e8c45fSAndroid Build Coastguard Worker #ifndef ANDROID_SURFACE_TEXTURE_FBO_H
18*38e8c45fSAndroid Build Coastguard Worker #define ANDROID_SURFACE_TEXTURE_FBO_H
19*38e8c45fSAndroid Build Coastguard Worker
20*38e8c45fSAndroid Build Coastguard Worker #include "SurfaceTextureGL.h"
21*38e8c45fSAndroid Build Coastguard Worker
22*38e8c45fSAndroid Build Coastguard Worker #include <GLES2/gl2.h>
23*38e8c45fSAndroid Build Coastguard Worker
24*38e8c45fSAndroid Build Coastguard Worker namespace android {
25*38e8c45fSAndroid Build Coastguard Worker
26*38e8c45fSAndroid Build Coastguard Worker class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
27*38e8c45fSAndroid Build Coastguard Worker protected:
SetUp()28*38e8c45fSAndroid Build Coastguard Worker virtual void SetUp() {
29*38e8c45fSAndroid Build Coastguard Worker SurfaceTextureGLTest::SetUp();
30*38e8c45fSAndroid Build Coastguard Worker
31*38e8c45fSAndroid Build Coastguard Worker glGenFramebuffers(1, &mFbo);
32*38e8c45fSAndroid Build Coastguard Worker ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
33*38e8c45fSAndroid Build Coastguard Worker
34*38e8c45fSAndroid Build Coastguard Worker glGenTextures(1, &mFboTex);
35*38e8c45fSAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFboTex);
36*38e8c45fSAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
37*38e8c45fSAndroid Build Coastguard Worker getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
38*38e8c45fSAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, 0);
39*38e8c45fSAndroid Build Coastguard Worker ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
40*38e8c45fSAndroid Build Coastguard Worker
41*38e8c45fSAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
42*38e8c45fSAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
43*38e8c45fSAndroid Build Coastguard Worker GL_TEXTURE_2D, mFboTex, 0);
44*38e8c45fSAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
45*38e8c45fSAndroid Build Coastguard Worker ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
46*38e8c45fSAndroid Build Coastguard Worker }
47*38e8c45fSAndroid Build Coastguard Worker
TearDown()48*38e8c45fSAndroid Build Coastguard Worker virtual void TearDown() {
49*38e8c45fSAndroid Build Coastguard Worker SurfaceTextureGLTest::TearDown();
50*38e8c45fSAndroid Build Coastguard Worker
51*38e8c45fSAndroid Build Coastguard Worker glDeleteTextures(1, &mFboTex);
52*38e8c45fSAndroid Build Coastguard Worker glDeleteFramebuffers(1, &mFbo);
53*38e8c45fSAndroid Build Coastguard Worker }
54*38e8c45fSAndroid Build Coastguard Worker
55*38e8c45fSAndroid Build Coastguard Worker GLuint mFbo;
56*38e8c45fSAndroid Build Coastguard Worker GLuint mFboTex;
57*38e8c45fSAndroid Build Coastguard Worker };
58*38e8c45fSAndroid Build Coastguard Worker
fillRGBA8BufferSolid(uint8_t * buf,int w,int h,int stride,uint8_t r,uint8_t g,uint8_t b,uint8_t a)59*38e8c45fSAndroid Build Coastguard Worker void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride,
60*38e8c45fSAndroid Build Coastguard Worker uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
61*38e8c45fSAndroid Build Coastguard Worker const size_t PIXEL_SIZE = 4;
62*38e8c45fSAndroid Build Coastguard Worker for (int y = 0; y < h; y++) {
63*38e8c45fSAndroid Build Coastguard Worker for (int x = 0; x < w; x++) {
64*38e8c45fSAndroid Build Coastguard Worker off_t offset = (y * stride + x) * PIXEL_SIZE;
65*38e8c45fSAndroid Build Coastguard Worker buf[offset + 0] = r;
66*38e8c45fSAndroid Build Coastguard Worker buf[offset + 1] = g;
67*38e8c45fSAndroid Build Coastguard Worker buf[offset + 2] = b;
68*38e8c45fSAndroid Build Coastguard Worker buf[offset + 3] = a;
69*38e8c45fSAndroid Build Coastguard Worker }
70*38e8c45fSAndroid Build Coastguard Worker }
71*38e8c45fSAndroid Build Coastguard Worker }
72*38e8c45fSAndroid Build Coastguard Worker
73*38e8c45fSAndroid Build Coastguard Worker } // namespace android
74*38e8c45fSAndroid Build Coastguard Worker
75*38e8c45fSAndroid Build Coastguard Worker #endif
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