xref: /aosp_15_r20/frameworks/native/libs/gui/tests/SurfaceTextureFBO.h (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
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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