| /* |
| * Copyright (C) 2016 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.vr.cts; |
| |
| import java.nio.IntBuffer; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| import android.opengl.GLES20; |
| |
| import java.util.concurrent.CountDownLatch; |
| |
| public class RendererProtectedTexturesTest extends RendererBasicTest { |
| |
| private String vertexShaderCode = "attribute vec4 vPosition; \n" |
| + "void main(){ \n" |
| + "gl_Position = vPosition; \n" |
| + "} \n"; |
| |
| private String fragmentShaderCode = "precision mediump float; \n" |
| + "uniform sampler2D protectedTexture;\n" |
| + "void main(){ \n" |
| + " gl_FragColor = texture2D(protectedTexture, vec2(0.76953125, 0.22265625)); \n" |
| + "} \n"; |
| |
| public static int GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT = 0x00000010; |
| public static int GL_TEXTURE_PROTECTED_EXT = 0x8BFA; |
| |
| private IntBuffer mTexture; |
| |
| public RendererProtectedTexturesTest(CountDownLatch latch) { |
| super(latch); |
| } |
| |
| @Override |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); |
| initShapes(); |
| int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); |
| int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); |
| mProgram = GLES20.glCreateProgram(); |
| GLES20.glAttachShader(mProgram, vertexShader); |
| GLES20.glAttachShader(mProgram, fragmentShader); |
| GLES20.glLinkProgram(mProgram); |
| int[] linkStatus = new int[1]; |
| GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0); |
| if (linkStatus[0] != GLES20.GL_TRUE) { |
| //do nothing |
| } |
| |
| // Create and bind a protected texture. |
| mTexture = IntBuffer.allocate(1); |
| GLES20.glGenTextures(1, mTexture); |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE2); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexture.get(0)); |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL_TEXTURE_PROTECTED_EXT, GLES20.GL_TRUE); |
| int loc = GLES20.glGetUniformLocation(mProgram, "protectedTexture"); |
| GLES20.glUniform1i(loc, 2); |
| } |
| } |