118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/*
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#define LOG_TAG "fillrate"
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#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <utils/StopWatch.h>
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#include <ui/FramebufferNativeWindow.h>
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#include <ui/EGLUtils.h>
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using namespace android;
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int main(int argc, char** argv)
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{
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EGLint configAttribs[] = {
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EGL_DEPTH_SIZE, 0,
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EGL_NONE
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};
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EGLint majorVersion;
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EGLint minorVersion;
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EGLContext context;
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EGLConfig config;
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EGLSurface surface;
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EGLint w, h;
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EGLDisplay dpy;
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EGLNativeWindowType window = android_createDisplaySurface();
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dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(dpy, &majorVersion, &minorVersion);
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status_t err = EGLUtils::selectConfigForNativeWindow(
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dpy, configAttribs, window, &config);
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if (err) {
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fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
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return 0;
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}
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surface = eglCreateWindowSurface(dpy, config, window, NULL);
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context = eglCreateContext(dpy, config, NULL, NULL);
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eglMakeCurrent(dpy, surface, surface, context);
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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printf("w=%d, h=%d\n", w, h);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_DITHER);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glColor4f(1,1,1,1);
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const uint32_t t32[] = {
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0xFFFFFFFF, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000,
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0xFFFFFF00, 0xFFFF00FF, 0xFF00FFFF, 0xFF000000
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};
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const GLfloat vertices[4][2] = {
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{ 0, 0 },
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{ w, h }
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};
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const GLfloat texCoords[4][2] = {
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{ 0, 0 },
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{ 1, 0 }
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};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32);
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof(0, w, 0, h, 0, 1);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glClearColor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_LINES, 0, 2);
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eglSwapBuffers(dpy, surface);
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usleep(5*1000000);
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eglTerminate(dpy);
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return 0;
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}
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