xref: /aosp_15_r20/frameworks/native/opengl/tests/fillrate/fillrate.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 #define LOG_TAG "fillrate"
19*38e8c45fSAndroid Build Coastguard Worker 
20*38e8c45fSAndroid Build Coastguard Worker #include <stdlib.h>
21*38e8c45fSAndroid Build Coastguard Worker #include <stdio.h>
22*38e8c45fSAndroid Build Coastguard Worker 
23*38e8c45fSAndroid Build Coastguard Worker #include <EGL/egl.h>
24*38e8c45fSAndroid Build Coastguard Worker #include <GLES/gl.h>
25*38e8c45fSAndroid Build Coastguard Worker #include <GLES/glext.h>
26*38e8c45fSAndroid Build Coastguard Worker 
27*38e8c45fSAndroid Build Coastguard Worker #include <utils/StopWatch.h>
28*38e8c45fSAndroid Build Coastguard Worker #include <WindowSurface.h>
29*38e8c45fSAndroid Build Coastguard Worker #include <EGLUtils.h>
30*38e8c45fSAndroid Build Coastguard Worker 
31*38e8c45fSAndroid Build Coastguard Worker using namespace android;
32*38e8c45fSAndroid Build Coastguard Worker 
main(int,char **)33*38e8c45fSAndroid Build Coastguard Worker int main(int /*argc*/, char** /*argv*/)
34*38e8c45fSAndroid Build Coastguard Worker {
35*38e8c45fSAndroid Build Coastguard Worker     EGLint configAttribs[] = {
36*38e8c45fSAndroid Build Coastguard Worker          EGL_DEPTH_SIZE, 0,
37*38e8c45fSAndroid Build Coastguard Worker          EGL_NONE
38*38e8c45fSAndroid Build Coastguard Worker      };
39*38e8c45fSAndroid Build Coastguard Worker 
40*38e8c45fSAndroid Build Coastguard Worker      EGLint majorVersion;
41*38e8c45fSAndroid Build Coastguard Worker      EGLint minorVersion;
42*38e8c45fSAndroid Build Coastguard Worker      EGLContext context;
43*38e8c45fSAndroid Build Coastguard Worker      EGLConfig config;
44*38e8c45fSAndroid Build Coastguard Worker      EGLSurface surface;
45*38e8c45fSAndroid Build Coastguard Worker      EGLint w, h;
46*38e8c45fSAndroid Build Coastguard Worker      EGLDisplay dpy;
47*38e8c45fSAndroid Build Coastguard Worker 
48*38e8c45fSAndroid Build Coastguard Worker      WindowSurface windowSurface;
49*38e8c45fSAndroid Build Coastguard Worker      EGLNativeWindowType window = windowSurface.getSurface();
50*38e8c45fSAndroid Build Coastguard Worker 
51*38e8c45fSAndroid Build Coastguard Worker      dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
52*38e8c45fSAndroid Build Coastguard Worker      eglInitialize(dpy, &majorVersion, &minorVersion);
53*38e8c45fSAndroid Build Coastguard Worker 
54*38e8c45fSAndroid Build Coastguard Worker      status_t err = EGLUtils::selectConfigForNativeWindow(
55*38e8c45fSAndroid Build Coastguard Worker              dpy, configAttribs, window, &config);
56*38e8c45fSAndroid Build Coastguard Worker      if (err) {
57*38e8c45fSAndroid Build Coastguard Worker          fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
58*38e8c45fSAndroid Build Coastguard Worker          return 0;
59*38e8c45fSAndroid Build Coastguard Worker      }
60*38e8c45fSAndroid Build Coastguard Worker 
61*38e8c45fSAndroid Build Coastguard Worker      surface = eglCreateWindowSurface(dpy, config, window, NULL);
62*38e8c45fSAndroid Build Coastguard Worker      context = eglCreateContext(dpy, config, NULL, NULL);
63*38e8c45fSAndroid Build Coastguard Worker      eglMakeCurrent(dpy, surface, surface, context);
64*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
65*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
66*38e8c45fSAndroid Build Coastguard Worker 
67*38e8c45fSAndroid Build Coastguard Worker      printf("w=%d, h=%d\n", w, h);
68*38e8c45fSAndroid Build Coastguard Worker 
69*38e8c45fSAndroid Build Coastguard Worker      glBindTexture(GL_TEXTURE_2D, 0);
70*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
71*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
72*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
73*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
74*38e8c45fSAndroid Build Coastguard Worker      glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
75*38e8c45fSAndroid Build Coastguard Worker      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
76*38e8c45fSAndroid Build Coastguard Worker      glDisable(GL_DITHER);
77*38e8c45fSAndroid Build Coastguard Worker      glEnable(GL_BLEND);
78*38e8c45fSAndroid Build Coastguard Worker      glEnable(GL_TEXTURE_2D);
79*38e8c45fSAndroid Build Coastguard Worker      glColor4f(1,1,1,1);
80*38e8c45fSAndroid Build Coastguard Worker 
81*38e8c45fSAndroid Build Coastguard Worker      uint32_t* t32 = (uint32_t*)malloc(512*512*4);
82*38e8c45fSAndroid Build Coastguard Worker      for (int y=0 ; y<512 ; y++) {
83*38e8c45fSAndroid Build Coastguard Worker          for (int x=0 ; x<512 ; x++) {
84*38e8c45fSAndroid Build Coastguard Worker              int u = x-256;
85*38e8c45fSAndroid Build Coastguard Worker              int v = y-256;
86*38e8c45fSAndroid Build Coastguard Worker              if (u*u+v*v < 256*256) {
87*38e8c45fSAndroid Build Coastguard Worker                  t32[x+y*512] = 0x10FFFFFF;
88*38e8c45fSAndroid Build Coastguard Worker              } else {
89*38e8c45fSAndroid Build Coastguard Worker                  t32[x+y*512] = 0x20FF0000;
90*38e8c45fSAndroid Build Coastguard Worker              }
91*38e8c45fSAndroid Build Coastguard Worker          }
92*38e8c45fSAndroid Build Coastguard Worker      }
93*38e8c45fSAndroid Build Coastguard Worker 
94*38e8c45fSAndroid Build Coastguard Worker      const GLfloat fh = h;
95*38e8c45fSAndroid Build Coastguard Worker      const GLfloat fw = w;
96*38e8c45fSAndroid Build Coastguard Worker      const GLfloat vertices[4][2] = {
97*38e8c45fSAndroid Build Coastguard Worker              { 0,   0  },
98*38e8c45fSAndroid Build Coastguard Worker              { 0,   fh },
99*38e8c45fSAndroid Build Coastguard Worker              { fw,  fh },
100*38e8c45fSAndroid Build Coastguard Worker              { fw,  0  }
101*38e8c45fSAndroid Build Coastguard Worker      };
102*38e8c45fSAndroid Build Coastguard Worker 
103*38e8c45fSAndroid Build Coastguard Worker      const GLfloat texCoords[4][2] = {
104*38e8c45fSAndroid Build Coastguard Worker              { 0,  0 },
105*38e8c45fSAndroid Build Coastguard Worker              { 0,  1 },
106*38e8c45fSAndroid Build Coastguard Worker              { 1,  1 },
107*38e8c45fSAndroid Build Coastguard Worker              { 1,  0 }
108*38e8c45fSAndroid Build Coastguard Worker      };
109*38e8c45fSAndroid Build Coastguard Worker 
110*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32);
111*38e8c45fSAndroid Build Coastguard Worker 
112*38e8c45fSAndroid Build Coastguard Worker      glViewport(0, 0, w, h);
113*38e8c45fSAndroid Build Coastguard Worker      glMatrixMode(GL_PROJECTION);
114*38e8c45fSAndroid Build Coastguard Worker      glLoadIdentity();
115*38e8c45fSAndroid Build Coastguard Worker      glOrthof(0, w, 0, h, 0, 1);
116*38e8c45fSAndroid Build Coastguard Worker 
117*38e8c45fSAndroid Build Coastguard Worker      glEnableClientState(GL_VERTEX_ARRAY);
118*38e8c45fSAndroid Build Coastguard Worker      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
119*38e8c45fSAndroid Build Coastguard Worker      glVertexPointer(2, GL_FLOAT, 0, vertices);
120*38e8c45fSAndroid Build Coastguard Worker      glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
121*38e8c45fSAndroid Build Coastguard Worker 
122*38e8c45fSAndroid Build Coastguard Worker      eglSwapInterval(dpy, 1);
123*38e8c45fSAndroid Build Coastguard Worker 
124*38e8c45fSAndroid Build Coastguard Worker      glClearColor(1,0,0,0);
125*38e8c45fSAndroid Build Coastguard Worker      glClear(GL_COLOR_BUFFER_BIT);
126*38e8c45fSAndroid Build Coastguard Worker      glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
127*38e8c45fSAndroid Build Coastguard Worker      eglSwapBuffers(dpy, surface);
128*38e8c45fSAndroid Build Coastguard Worker 
129*38e8c45fSAndroid Build Coastguard Worker 
130*38e8c45fSAndroid Build Coastguard Worker      nsecs_t times[32];
131*38e8c45fSAndroid Build Coastguard Worker 
132*38e8c45fSAndroid Build Coastguard Worker      for (int c=1 ; c<32 ; c++) {
133*38e8c45fSAndroid Build Coastguard Worker          glClear(GL_COLOR_BUFFER_BIT);
134*38e8c45fSAndroid Build Coastguard Worker          for (int i=0 ; i<c ; i++) {
135*38e8c45fSAndroid Build Coastguard Worker              glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
136*38e8c45fSAndroid Build Coastguard Worker          }
137*38e8c45fSAndroid Build Coastguard Worker          eglSwapBuffers(dpy, surface);
138*38e8c45fSAndroid Build Coastguard Worker      }
139*38e8c45fSAndroid Build Coastguard Worker 
140*38e8c45fSAndroid Build Coastguard Worker 
141*38e8c45fSAndroid Build Coastguard Worker      //     for (int c=31 ; c>=1 ; c--) {
142*38e8c45fSAndroid Build Coastguard Worker      int j=0;
143*38e8c45fSAndroid Build Coastguard Worker      for (int c=1 ; c<32 ; c++) {
144*38e8c45fSAndroid Build Coastguard Worker          glClear(GL_COLOR_BUFFER_BIT);
145*38e8c45fSAndroid Build Coastguard Worker          nsecs_t now = systemTime();
146*38e8c45fSAndroid Build Coastguard Worker          for (int i=0 ; i<c ; i++) {
147*38e8c45fSAndroid Build Coastguard Worker              glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
148*38e8c45fSAndroid Build Coastguard Worker          }
149*38e8c45fSAndroid Build Coastguard Worker          eglSwapBuffers(dpy, surface);
150*38e8c45fSAndroid Build Coastguard Worker          nsecs_t t = systemTime() - now;
151*38e8c45fSAndroid Build Coastguard Worker          times[j++] = t;
152*38e8c45fSAndroid Build Coastguard Worker      }
153*38e8c45fSAndroid Build Coastguard Worker 
154*38e8c45fSAndroid Build Coastguard Worker      for (int c=1, j=0 ; c<32 ; c++, j++) {
155*38e8c45fSAndroid Build Coastguard Worker          nsecs_t t = times[j];
156*38e8c45fSAndroid Build Coastguard Worker          printf("%lld\t%d\t%f\n", (long long)t, c, (double(t)/c)/1000000.0);
157*38e8c45fSAndroid Build Coastguard Worker      }
158*38e8c45fSAndroid Build Coastguard Worker 
159*38e8c45fSAndroid Build Coastguard Worker 
160*38e8c45fSAndroid Build Coastguard Worker 
161*38e8c45fSAndroid Build Coastguard Worker      eglTerminate(dpy);
162*38e8c45fSAndroid Build Coastguard Worker 
163*38e8c45fSAndroid Build Coastguard Worker      return 0;
164*38e8c45fSAndroid Build Coastguard Worker }
165