replicant-frameworks_native/cmds/flatland/GLHelper.h
Jamie Gennis 9c183f2493 flatland: add a GPU hardware benchmark
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
2012-12-21 18:07:58 -08:00

95 lines
2.3 KiB
C++

/*
* Copyright (C) 2012 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.
*/
#include <gui/GraphicBufferAlloc.h>
#include <gui/GLConsumer.h>
#include <gui/SurfaceTextureClient.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
namespace android {
class SurfaceComposerClient;
class SurfaceControl;
enum { MAX_SHADER_LINES = 128 };
struct ShaderDesc {
const char* name;
const char* vertexShader[MAX_SHADER_LINES];
const char* fragmentShader[MAX_SHADER_LINES];
};
class GLHelper {
public:
enum { DITHER_KERNEL_SIZE = 4 };
GLHelper();
~GLHelper();
bool setUp(const ShaderDesc* shaderDescs, size_t numShaders);
void tearDown();
bool makeCurrent(EGLSurface surface);
bool createSurfaceTexture(uint32_t w, uint32_t h,
sp<GLConsumer>* surfaceTexture, EGLSurface* surface,
GLuint* name);
bool createWindowSurface(uint32_t w, uint32_t h,
sp<SurfaceControl>* surfaceControl, EGLSurface* surface);
void destroySurface(EGLSurface* surface);
bool swapBuffers(EGLSurface surface);
bool getShaderProgram(const char* name, GLuint* outPgm);
bool getDitherTexture(GLuint* outTexName);
private:
bool createNamedSurfaceTexture(GLuint name, uint32_t w, uint32_t h,
sp<GLConsumer>* surfaceTexture, EGLSurface* surface);
bool computeWindowScale(uint32_t w, uint32_t h, float* scale);
bool setUpShaders(const ShaderDesc* shaderDescs, size_t numShaders);
sp<GraphicBufferAlloc> mGraphicBufferAlloc;
EGLDisplay mDisplay;
EGLContext mContext;
EGLSurface mDummySurface;
sp<GLConsumer> mDummyGLConsumer;
EGLConfig mConfig;
sp<SurfaceComposerClient> mSurfaceComposerClient;
GLuint* mShaderPrograms;
const ShaderDesc* mShaderDescs;
size_t mNumShaders;
GLuint mDitherTexture;
};
} // namespace android