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kc3-lang/angle/src/tests/gl_tests/PixmapTest.cpp

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  • Author : Geoff Lang
    Date : 2020-04-16 16:31:24
    Hash : 4e6f6545
    Message : GLX: Support X11 pixmaps Add support for creating EGL pixmaps from X11 pixmaps using GLX. Pixmaps are needed for various external APIs such as VAAPI. Add support for EGL_NOK_texture_from_pixmap to allow binding pixmaps to textures. BUG=angleproject:4560 Change-Id: I4a6d3ad7e87151ff5317bbdaaf093ac1b46daf5f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2153805 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/gl_tests/PixmapTest.cpp
  • //
    // Copyright 2020 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    #include "util/EGLWindow.h"
    #include "util/OSPixmap.h"
    #include "util/OSWindow.h"
    
    #include <iostream>
    
    using namespace angle;
    
    class PixmapTest : public ANGLETest
    {
      protected:
        PixmapTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            mTextureProgram =
                CompileProgram(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
            if (mTextureProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "u_tex2D");
            ASSERT_NE(-1, mTextureUniformLocation);
    
            EGLWindow *window = getEGLWindow();
    
            EGLint surfaceType = 0;
            eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_SURFACE_TYPE,
                               &surfaceType);
            mSupportsPixmaps = (surfaceType & EGL_PIXMAP_BIT) != 0;
    
            EGLint bindToTextureRGBA = 0;
            eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_BIND_TO_TEXTURE_RGBA,
                               &bindToTextureRGBA);
            mSupportsBindTexImage =
                IsEGLDisplayExtensionEnabled(window->getDisplay(), "EGL_NOK_texture_from_pixmap") &&
                (bindToTextureRGBA == EGL_TRUE);
    
            if (mSupportsPixmaps)
            {
                mOSPixmap.reset(CreateOSPixmap());
    
                OSWindow *osWindow = getOSWindow();
    
                EGLint nativeVisual = 0;
                ASSERT_TRUE(eglGetConfigAttrib(window->getDisplay(), window->getConfig(),
                                               EGL_NATIVE_VISUAL_ID, &nativeVisual));
                ASSERT_TRUE(mOSPixmap->initialize(osWindow->getNativeDisplay(), mPixmapSize,
                                                  mPixmapSize, nativeVisual));
    
                std::vector<EGLint> attribs;
                if (mSupportsBindTexImage)
                {
                    attribs.push_back(EGL_TEXTURE_FORMAT);
                    attribs.push_back(EGL_TEXTURE_RGBA);
    
                    attribs.push_back(EGL_TEXTURE_TARGET);
                    attribs.push_back(EGL_TEXTURE_2D);
                }
    
                attribs.push_back(EGL_NONE);
    
                mPixmap = eglCreatePixmapSurface(window->getDisplay(), window->getConfig(),
                                                 mOSPixmap->getNativePixmap(), attribs.data());
                ASSERT_NE(mPixmap, EGL_NO_SURFACE);
                ASSERT_EGL_SUCCESS();
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mTextureProgram);
    
            if (mPixmap)
            {
                EGLWindow *window = getEGLWindow();
                eglDestroySurface(window->getDisplay(), mPixmap);
            }
    
            mOSPixmap = nullptr;
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    
        std::unique_ptr<OSPixmap> mOSPixmap;
        EGLSurface mPixmap = EGL_NO_SURFACE;
    
        const size_t mPixmapSize = 32;
        bool mSupportsPixmaps;
        bool mSupportsBindTexImage;
    };
    
    // Test clearing a Pixmap and checking the color is correct
    TEST_P(PixmapTest, Clearing)
    {
        ANGLE_SKIP_TEST_IF(!mSupportsPixmaps);
    
        EGLWindow *window = getEGLWindow();
    
        // Clear the window surface to blue and verify
        window->makeCurrent();
        ASSERT_EGL_SUCCESS();
    
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Apply the Pixmap and clear it to purple and verify
        eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
                        0, 255, 255);
    
        // Rebind the window surface and verify that it is still blue
        window->makeCurrent();
        ASSERT_EGL_SUCCESS();
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    }
    
    // Bind the Pixmap to a texture and verify it renders correctly
    TEST_P(PixmapTest, BindTexImage)
    {
        // Test skipped because pixmaps are not supported or pixmaps do not support binding to RGBA
        // textures.
        ANGLE_SKIP_TEST_IF(!mSupportsPixmaps || !mSupportsBindTexImage);
    
        // This test fails flakily on Linux intel when run with many other tests.
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel());
    
        EGLWindow *window = getEGLWindow();
    
        // Apply the Pixmap and clear it to purple
        eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
                        0, 255, 255);
    
        // Apply the window surface
        window->makeCurrent();
    
        // Create a texture and bind the pixmap to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is purple
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, essl31_shaders::PositionAttrib(), 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Unbind the texture
        eglReleaseTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
        ASSERT_EGL_SUCCESS();
    
        // Verify that purple was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    }
    
    // Bind a Pixmap, redefine the texture, and verify it renders correctly
    TEST_P(PixmapTest, BindTexImageAndRedefineTexture)
    {
        // Test skipped because pixmaps are not supported or Pixmaps do not support binding to RGBA
        // textures.
        ANGLE_SKIP_TEST_IF(!mSupportsPixmaps || !mSupportsBindTexImage);
    
        EGLWindow *window = getEGLWindow();
    
        // Apply the Pixmap and clear it to purple
        eglMakeCurrent(window->getDisplay(), mPixmap, mPixmap, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPixmapSize), static_cast<GLsizei>(mPixmapSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPixmapSize) / 2, static_cast<GLint>(mPixmapSize) / 2, 255,
                        0, 255, 255);
    
        // Apply the window surface
        window->makeCurrent();
    
        // Create a texture and bind the Pixmap to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(window->getDisplay(), mPixmap, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Redefine the texture
        unsigned int pixelValue = 0xFFFF00FF;
        std::vector<unsigned int> pixelData(getWindowWidth() * getWindowHeight(), pixelValue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, &pixelData[0]);
    
        // Draw a quad and verify that it is magenta
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, essl31_shaders::PositionAttrib(), 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Verify that magenta was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    }
    
    ANGLE_INSTANTIATE_TEST_ES2(PixmapTest);