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