xref: /aosp_15_r20/frameworks/native/opengl/tests/textures/textures.cpp (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker **
3*38e8c45fSAndroid Build Coastguard Worker ** Copyright 2006, The Android Open Source Project
4*38e8c45fSAndroid Build Coastguard Worker **
5*38e8c45fSAndroid Build Coastguard Worker ** Licensed under the Apache License, Version 2.0 (the "License");
6*38e8c45fSAndroid Build Coastguard Worker ** you may not use this file except in compliance with the License.
7*38e8c45fSAndroid Build Coastguard Worker ** You may obtain a copy of the License at
8*38e8c45fSAndroid Build Coastguard Worker **
9*38e8c45fSAndroid Build Coastguard Worker **     http://www.apache.org/licenses/LICENSE-2.0
10*38e8c45fSAndroid Build Coastguard Worker **
11*38e8c45fSAndroid Build Coastguard Worker ** Unless required by applicable law or agreed to in writing, software
12*38e8c45fSAndroid Build Coastguard Worker ** distributed under the License is distributed on an "AS IS" BASIS,
13*38e8c45fSAndroid Build Coastguard Worker ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14*38e8c45fSAndroid Build Coastguard Worker ** See the License for the specific language governing permissions and
15*38e8c45fSAndroid Build Coastguard Worker ** limitations under the License.
16*38e8c45fSAndroid Build Coastguard Worker */
17*38e8c45fSAndroid Build Coastguard Worker 
18*38e8c45fSAndroid Build Coastguard Worker #include <stdlib.h>
19*38e8c45fSAndroid Build Coastguard Worker #include <stdio.h>
20*38e8c45fSAndroid Build Coastguard Worker 
21*38e8c45fSAndroid Build Coastguard Worker #include <EGL/egl.h>
22*38e8c45fSAndroid Build Coastguard Worker #include <GLES/gl.h>
23*38e8c45fSAndroid Build Coastguard Worker #include <GLES/glext.h>
24*38e8c45fSAndroid Build Coastguard Worker 
25*38e8c45fSAndroid Build Coastguard Worker #include <WindowSurface.h>
26*38e8c45fSAndroid Build Coastguard Worker #include <EGLUtils.h>
27*38e8c45fSAndroid Build Coastguard Worker 
28*38e8c45fSAndroid Build Coastguard Worker using namespace android;
29*38e8c45fSAndroid Build Coastguard Worker 
main(int,char **)30*38e8c45fSAndroid Build Coastguard Worker int main(int /*argc*/, char** /*argv*/)
31*38e8c45fSAndroid Build Coastguard Worker {
32*38e8c45fSAndroid Build Coastguard Worker     EGLint configAttribs[] = {
33*38e8c45fSAndroid Build Coastguard Worker          EGL_DEPTH_SIZE, 0,
34*38e8c45fSAndroid Build Coastguard Worker          EGL_NONE
35*38e8c45fSAndroid Build Coastguard Worker      };
36*38e8c45fSAndroid Build Coastguard Worker 
37*38e8c45fSAndroid Build Coastguard Worker      EGLint majorVersion;
38*38e8c45fSAndroid Build Coastguard Worker      EGLint minorVersion;
39*38e8c45fSAndroid Build Coastguard Worker      EGLContext context;
40*38e8c45fSAndroid Build Coastguard Worker      EGLConfig config;
41*38e8c45fSAndroid Build Coastguard Worker      EGLSurface surface;
42*38e8c45fSAndroid Build Coastguard Worker      EGLint w, h;
43*38e8c45fSAndroid Build Coastguard Worker      EGLDisplay dpy;
44*38e8c45fSAndroid Build Coastguard Worker 
45*38e8c45fSAndroid Build Coastguard Worker      WindowSurface windowSurface;
46*38e8c45fSAndroid Build Coastguard Worker      EGLNativeWindowType window = windowSurface.getSurface();
47*38e8c45fSAndroid Build Coastguard Worker 
48*38e8c45fSAndroid Build Coastguard Worker      dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
49*38e8c45fSAndroid Build Coastguard Worker      eglInitialize(dpy, &majorVersion, &minorVersion);
50*38e8c45fSAndroid Build Coastguard Worker 
51*38e8c45fSAndroid Build Coastguard Worker      status_t err = EGLUtils::selectConfigForNativeWindow(
52*38e8c45fSAndroid Build Coastguard Worker              dpy, configAttribs, window, &config);
53*38e8c45fSAndroid Build Coastguard Worker      if (err) {
54*38e8c45fSAndroid Build Coastguard Worker          fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
55*38e8c45fSAndroid Build Coastguard Worker          return 0;
56*38e8c45fSAndroid Build Coastguard Worker      }
57*38e8c45fSAndroid Build Coastguard Worker 
58*38e8c45fSAndroid Build Coastguard Worker      surface = eglCreateWindowSurface(dpy, config, window, NULL);
59*38e8c45fSAndroid Build Coastguard Worker      context = eglCreateContext(dpy, config, NULL, NULL);
60*38e8c45fSAndroid Build Coastguard Worker      eglMakeCurrent(dpy, surface, surface, context);
61*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
62*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
63*38e8c45fSAndroid Build Coastguard Worker      GLint dim = w<h ? w : h;
64*38e8c45fSAndroid Build Coastguard Worker 
65*38e8c45fSAndroid Build Coastguard Worker 
66*38e8c45fSAndroid Build Coastguard Worker      GLint crop[4] = { 0, 4, 4, -4 };
67*38e8c45fSAndroid Build Coastguard Worker      glBindTexture(GL_TEXTURE_2D, 0);
68*38e8c45fSAndroid Build Coastguard Worker      glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
69*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
70*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
71*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
72*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
73*38e8c45fSAndroid Build Coastguard Worker      glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
74*38e8c45fSAndroid Build Coastguard Worker      glEnable(GL_TEXTURE_2D);
75*38e8c45fSAndroid Build Coastguard Worker      glColor4f(1,1,1,1);
76*38e8c45fSAndroid Build Coastguard Worker 
77*38e8c45fSAndroid Build Coastguard Worker      // packing is always 4
78*38e8c45fSAndroid Build Coastguard Worker      uint8_t t8[]  = {
79*38e8c45fSAndroid Build Coastguard Worker              0x00, 0x55, 0x00, 0x55,
80*38e8c45fSAndroid Build Coastguard Worker              0xAA, 0xFF, 0xAA, 0xFF,
81*38e8c45fSAndroid Build Coastguard Worker              0x00, 0x55, 0x00, 0x55,
82*38e8c45fSAndroid Build Coastguard Worker              0xAA, 0xFF, 0xAA, 0xFF  };
83*38e8c45fSAndroid Build Coastguard Worker 
84*38e8c45fSAndroid Build Coastguard Worker      uint16_t t16[]  = {
85*38e8c45fSAndroid Build Coastguard Worker              0x0000, 0x5555, 0x0000, 0x5555,
86*38e8c45fSAndroid Build Coastguard Worker              0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF,
87*38e8c45fSAndroid Build Coastguard Worker              0x0000, 0x5555, 0x0000, 0x5555,
88*38e8c45fSAndroid Build Coastguard Worker              0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF  };
89*38e8c45fSAndroid Build Coastguard Worker 
90*38e8c45fSAndroid Build Coastguard Worker      uint32_t t32[]  = {
91*38e8c45fSAndroid Build Coastguard Worker              0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000,
92*38e8c45fSAndroid Build Coastguard Worker              0xFF00FF00, 0xFFFF0000, 0xFF000000, 0xFF0000FF,
93*38e8c45fSAndroid Build Coastguard Worker              0xFF00FFFF, 0xFF00FF00, 0x00FF00FF, 0xFFFFFF00,
94*38e8c45fSAndroid Build Coastguard Worker              0xFF000000, 0xFFFF00FF, 0xFF00FFFF, 0xFFFFFFFF
95*38e8c45fSAndroid Build Coastguard Worker      };
96*38e8c45fSAndroid Build Coastguard Worker 
97*38e8c45fSAndroid Build Coastguard Worker 
98*38e8c45fSAndroid Build Coastguard Worker      glClear(GL_COLOR_BUFFER_BIT);
99*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, t8);
100*38e8c45fSAndroid Build Coastguard Worker      glDrawTexiOES(0, 0, 0, dim/2, dim/2);
101*38e8c45fSAndroid Build Coastguard Worker 
102*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
103*38e8c45fSAndroid Build Coastguard Worker      glDrawTexiOES(dim/2, 0, 0, dim/2, dim/2);
104*38e8c45fSAndroid Build Coastguard Worker 
105*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, t16);
106*38e8c45fSAndroid Build Coastguard Worker      glDrawTexiOES(0, dim/2, 0, dim/2, dim/2);
107*38e8c45fSAndroid Build Coastguard Worker 
108*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32);
109*38e8c45fSAndroid Build Coastguard Worker      glDrawTexiOES(dim/2, dim/2, 0, dim/2, dim/2);
110*38e8c45fSAndroid Build Coastguard Worker 
111*38e8c45fSAndroid Build Coastguard Worker      eglSwapBuffers(dpy, surface);
112*38e8c45fSAndroid Build Coastguard Worker 
113*38e8c45fSAndroid Build Coastguard Worker      sleep(2);      // so you have a chance to admire it
114*38e8c45fSAndroid Build Coastguard Worker      return 0;
115*38e8c45fSAndroid Build Coastguard Worker }
116