9c183f2493
This change adds a GPU benchmark named 'flatland' that is intended to measure GPU performance of UI rendering and compositing scenarios at a fixed a clock frequency. This initial version includes only window compositing scenarios. Change-Id: I5577863aa3be5c6da8b49cb5d53cc49dec2f7081
95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
/*
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* Copyright (C) 2012 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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#include <gui/GraphicBufferAlloc.h>
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#include <gui/GLConsumer.h>
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#include <gui/SurfaceTextureClient.h>
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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namespace android {
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class SurfaceComposerClient;
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class SurfaceControl;
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enum { MAX_SHADER_LINES = 128 };
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struct ShaderDesc {
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const char* name;
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const char* vertexShader[MAX_SHADER_LINES];
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const char* fragmentShader[MAX_SHADER_LINES];
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};
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class GLHelper {
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public:
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enum { DITHER_KERNEL_SIZE = 4 };
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GLHelper();
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~GLHelper();
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bool setUp(const ShaderDesc* shaderDescs, size_t numShaders);
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void tearDown();
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bool makeCurrent(EGLSurface surface);
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bool createSurfaceTexture(uint32_t w, uint32_t h,
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sp<GLConsumer>* surfaceTexture, EGLSurface* surface,
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GLuint* name);
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bool createWindowSurface(uint32_t w, uint32_t h,
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sp<SurfaceControl>* surfaceControl, EGLSurface* surface);
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void destroySurface(EGLSurface* surface);
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bool swapBuffers(EGLSurface surface);
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bool getShaderProgram(const char* name, GLuint* outPgm);
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bool getDitherTexture(GLuint* outTexName);
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private:
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bool createNamedSurfaceTexture(GLuint name, uint32_t w, uint32_t h,
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sp<GLConsumer>* surfaceTexture, EGLSurface* surface);
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bool computeWindowScale(uint32_t w, uint32_t h, float* scale);
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bool setUpShaders(const ShaderDesc* shaderDescs, size_t numShaders);
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sp<GraphicBufferAlloc> mGraphicBufferAlloc;
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EGLDisplay mDisplay;
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EGLContext mContext;
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EGLSurface mDummySurface;
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sp<GLConsumer> mDummyGLConsumer;
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EGLConfig mConfig;
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sp<SurfaceComposerClient> mSurfaceComposerClient;
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GLuint* mShaderPrograms;
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const ShaderDesc* mShaderDescs;
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size_t mNumShaders;
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GLuint mDitherTexture;
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};
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} // namespace android
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