/* ** ** Copyright 2006, 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. */ #define LOG_TAG "fillrate" #include #include #include #include #include #include #include #include using namespace android; int main(int argc, char** argv) { EGLint configAttribs[] = { EGL_DEPTH_SIZE, 0, EGL_NONE }; EGLint majorVersion; EGLint minorVersion; EGLContext context; EGLConfig config; EGLSurface surface; EGLint w, h; EGLDisplay dpy; WindowSurface windowSurface; EGLNativeWindowType window = windowSurface.getSurface(); dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(dpy, &majorVersion, &minorVersion); status_t err = EGLUtils::selectConfigForNativeWindow( dpy, configAttribs, window, &config); if (err) { fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n"); return 0; } surface = eglCreateWindowSurface(dpy, config, window, NULL); context = eglCreateContext(dpy, config, NULL, NULL); eglMakeCurrent(dpy, surface, surface, context); eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); printf("w=%d, h=%d\n", w, h); glBindTexture(GL_TEXTURE_2D, 0); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); uint32_t* t32 = (uint32_t*)malloc(512*512*4); for (int y=0 ; y<512 ; y++) { for (int x=0 ; x<512 ; x++) { int u = x-256; int v = y-256; if (u*u+v*v < 256*256) { t32[x+y*512] = 0x10FFFFFF; } else { t32[x+y*512] = 0x20FF0000; } } } const GLfloat fh = h; const GLfloat fw = w; const GLfloat vertices[4][2] = { { 0, 0 }, { 0, fh }, { fw, fh }, { fw, 0 } }; const GLfloat texCoords[4][2] = { { 0, 0 }, { 0, 1 }, { 1, 1 }, { 1, 0 } }; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, w, 0, h, 0, 1); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); eglSwapInterval(dpy, 1); glClearColor(1,0,0,0); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); eglSwapBuffers(dpy, surface); nsecs_t times[32]; for (int c=1 ; c<32 ; c++) { glClear(GL_COLOR_BUFFER_BIT); for (int i=0 ; i=1 ; c--) { int j=0; for (int c=1 ; c<32 ; c++) { glClear(GL_COLOR_BUFFER_BIT); nsecs_t now = systemTime(); for (int i=0 ; i