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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.media.cts;
import android.graphics.SurfaceTexture;
import android.opengl.EGL14;
import android.opengl.GLES20;
import android.opengl.GLES11Ext;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import android.view.Surface;
import java.nio.ByteBuffer;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
/**
* Holds state associated with a Surface used for MediaCodec decoder output.
* <p>
* The (width,height) constructor for this class will prepare GL, create a SurfaceTexture,
* and then create a Surface for that SurfaceTexture. The Surface can be passed to
* MediaCodec.configure() to receive decoder output. When a frame arrives, we latch the
* texture with updateTexImage, then render the texture with GL to a pbuffer.
* <p>
* The no-arg constructor skips the GL preparation step and doesn't allocate a pbuffer.
* Instead, it just creates the Surface and SurfaceTexture, and when a frame arrives
* we just draw it on whatever surface is current.
* <p>
* By default, the Surface will be using a BufferQueue in asynchronous mode, so we
* can potentially drop frames.
*/
class OutputSurface implements SurfaceTexture.OnFrameAvailableListener {
private static final String TAG = "OutputSurface";
private static final boolean VERBOSE = false;
private static final int EGL_OPENGL_ES2_BIT = 4;
private EGL10 mEGL;
private EGLDisplay mEGLDisplay;
private EGLContext mEGLContext;
private EGLSurface mEGLSurface;
private SurfaceTexture mSurfaceTexture;
private Surface mSurface;
private Object mFrameSyncObject = new Object(); // guards mFrameAvailable
private boolean mFrameAvailable;
private TextureRender mTextureRender;
/**
* Creates an OutputSurface backed by a pbuffer with the specifed dimensions. The new
* EGL context and surface will be made current. Creates a Surface that can be passed
* to MediaCodec.configure().
*/
public OutputSurface(int width, int height) {
if (width <= 0 || height <= 0) {
throw new IllegalArgumentException();
}
eglSetup(width, height);
makeCurrent();
setup();
}
/**
* Creates an OutputSurface using the current EGL context. Creates a Surface that can be
* passed to MediaCodec.configure().
*/
public OutputSurface() {
setup();
}
/**
* Creates instances of TextureRender and SurfaceTexture, and a Surface associated
* with the SurfaceTexture.
*/
private void setup() {
mTextureRender = new TextureRender();
mTextureRender.surfaceCreated();
// Even if we don't access the SurfaceTexture after the constructor returns, we
// still need to keep a reference to it. The Surface doesn't retain a reference
// at the Java level, so if we don't either then the object can get GCed, which
// causes the native finalizer to run.
if (VERBOSE) Log.d(TAG, "textureID=" + mTextureRender.getTextureId());
mSurfaceTexture = new SurfaceTexture(mTextureRender.getTextureId());
// This doesn't work if OutputSurface is created on the thread that CTS started for
// these test cases.
//
// The CTS-created thread has a Looper, and the SurfaceTexture constructor will
// create a Handler that uses it. The "frame available" message is delivered
// there, but since we're not a Looper-based thread we'll never see it. For
// this to do anything useful, OutputSurface must be created on a thread without
// a Looper, so that SurfaceTexture uses the main application Looper instead.
//
// Java language note: passing "this" out of a constructor is generally unwise,
// but we should be able to get away with it here.
mSurfaceTexture.setOnFrameAvailableListener(this);
mSurface = new Surface(mSurfaceTexture);
}
/**
* Prepares EGL. We want a GLES 2.0 context and a surface that supports pbuffer.
*/
private void eglSetup(int width, int height) {
mEGL = (EGL10)EGLContext.getEGL();
mEGLDisplay = mEGL.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (!mEGL.eglInitialize(mEGLDisplay, null)) {
throw new RuntimeException("unable to initialize EGL10");
}
// Configure EGL for pbuffer and OpenGL ES 2.0. We want enough RGB bits
// to be able to tell if the frame is reasonable.
int[] attribList = {
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_SURFACE_TYPE, EGL10.EGL_PBUFFER_BIT,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
EGLConfig[] configs = new EGLConfig[1];
int[] numConfigs = new int[1];
if (!mEGL.eglChooseConfig(mEGLDisplay, attribList, configs, 1, numConfigs)) {
throw new RuntimeException("unable to find RGB888+pbuffer EGL config");
}
// Configure context for OpenGL ES 2.0.
int[] attrib_list = {
EGL14.EGL_CONTEXT_CLIENT_VERSION, 2,
EGL10.EGL_NONE
};
mEGLContext = mEGL.eglCreateContext(mEGLDisplay, configs[0], EGL10.EGL_NO_CONTEXT,
attrib_list);
checkEglError("eglCreateContext");
if (mEGLContext == null) {
throw new RuntimeException("null context");
}
// Create a pbuffer surface. By using this for output, we can use glReadPixels
// to test values in the output.
int[] surfaceAttribs = {
EGL10.EGL_WIDTH, width,
EGL10.EGL_HEIGHT, height,
EGL10.EGL_NONE
};
mEGLSurface = mEGL.eglCreatePbufferSurface(mEGLDisplay, configs[0], surfaceAttribs);
checkEglError("eglCreatePbufferSurface");
if (mEGLSurface == null) {
throw new RuntimeException("surface was null");
}
}
/**
* Discard all resources held by this class, notably the EGL context.
*/
public void release() {
if (mEGL != null) {
if (mEGL.eglGetCurrentContext().equals(mEGLContext)) {
// Clear the current context and surface to ensure they are discarded immediately.
mEGL.eglMakeCurrent(mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);
}
mEGL.eglDestroySurface(mEGLDisplay, mEGLSurface);
mEGL.eglDestroyContext(mEGLDisplay, mEGLContext);
//mEGL.eglTerminate(mEGLDisplay);
}
mSurface.release();
// this causes a bunch of warnings that appear harmless but might confuse someone:
// W BufferQueue: [unnamed-3997-2] cancelBuffer: BufferQueue has been abandoned!
//mSurfaceTexture.release();
// null everything out so future attempts to use this object will cause an NPE
mEGLDisplay = null;
mEGLContext = null;
mEGLSurface = null;
mEGL = null;
mTextureRender = null;
mSurface = null;
mSurfaceTexture = null;
}
/**
* Makes our EGL context and surface current.
*/
public void makeCurrent() {
if (mEGL == null) {
throw new RuntimeException("not configured for makeCurrent");
}
checkEglError("before makeCurrent");
if (!mEGL.eglMakeCurrent(mEGLDisplay, mEGLSurface, mEGLSurface, mEGLContext)) {
throw new RuntimeException("eglMakeCurrent failed");
}
}
/**
* Returns the Surface that we draw onto.
*/
public Surface getSurface() {
return mSurface;
}
/**
* Replaces the fragment shader.
*/
public void changeFragmentShader(String fragmentShader) {
mTextureRender.changeFragmentShader(fragmentShader);
}
/**
* Latches the next buffer into the texture. Must be called from the thread that created
* the OutputSurface object, after the onFrameAvailable callback has signaled that new
* data is available.
*/
public void awaitNewImage() {
final int TIMEOUT_MS = 500;
synchronized (mFrameSyncObject) {
while (!mFrameAvailable) {
try {
// Wait for onFrameAvailable() to signal us. Use a timeout to avoid
// stalling the test if it doesn't arrive.
mFrameSyncObject.wait(TIMEOUT_MS);
if (!mFrameAvailable) {
// TODO: if "spurious wakeup", continue while loop
throw new RuntimeException("Surface frame wait timed out");
}
} catch (InterruptedException ie) {
// shouldn't happen
throw new RuntimeException(ie);
}
}
mFrameAvailable = false;
}
// Latch the data.
mTextureRender.checkGlError("before updateTexImage");
mSurfaceTexture.updateTexImage();
}
/**
* Draws the data from SurfaceTexture onto the current EGL surface.
*/
public void drawImage() {
mTextureRender.drawFrame(mSurfaceTexture);
}
@Override
public void onFrameAvailable(SurfaceTexture st) {
if (VERBOSE) Log.d(TAG, "new frame available");
synchronized (mFrameSyncObject) {
if (mFrameAvailable) {
throw new RuntimeException("mFrameAvailable already set, frame could be dropped");
}
mFrameAvailable = true;
mFrameSyncObject.notifyAll();
}
}
/**
* Checks for EGL errors.
*/
private void checkEglError(String msg) {
boolean failed = false;
int error;
while ((error = mEGL.eglGetError()) != EGL10.EGL_SUCCESS) {
Log.e(TAG, msg + ": EGL error: 0x" + Integer.toHexString(error));
failed = true;
}
if (failed) {
throw new RuntimeException("EGL error encountered (see log)");
}
}
}