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authorMathias Agopian <mathias@google.com>2009-10-28 02:09:21 -0700
committerMathias Agopian <mathias@google.com>2009-10-28 02:09:21 -0700
commit7bde36e64e66c81f0150d0372e1357a31f4ec704 (patch)
tree656069803709ce035abc4ff0bd01e2a0ccefd536 /opengl/tests/linetex
parent73e17015d3cd67c93ccad5d63d31c439ff6fa694 (diff)
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added GL test for textured lines
Diffstat (limited to 'opengl/tests/linetex')
-rw-r--r--opengl/tests/linetex/Android.mk17
-rw-r--r--opengl/tests/linetex/linetex.cpp117
2 files changed, 134 insertions, 0 deletions
diff --git a/opengl/tests/linetex/Android.mk b/opengl/tests/linetex/Android.mk
new file mode 100644
index 0000000..6ff248d
--- /dev/null
+++ b/opengl/tests/linetex/Android.mk
@@ -0,0 +1,17 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+ linetex.cpp
+
+LOCAL_SHARED_LIBRARIES := \
+ libcutils \
+ libEGL \
+ libGLESv1_CM \
+ libui
+
+LOCAL_MODULE:= test-opengl-linetex
+
+LOCAL_MODULE_TAGS := optional
+
+include $(BUILD_EXECUTABLE)
diff --git a/opengl/tests/linetex/linetex.cpp b/opengl/tests/linetex/linetex.cpp
new file mode 100644
index 0000000..e62fe03
--- /dev/null
+++ b/opengl/tests/linetex/linetex.cpp
@@ -0,0 +1,117 @@
+/*
+**
+** 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 <unistd.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+#include <EGL/egl.h>
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+
+#include <utils/StopWatch.h>
+#include <ui/FramebufferNativeWindow.h>
+#include <ui/EGLUtils.h>
+
+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;
+
+ EGLNativeWindowType window = android_createDisplaySurface();
+
+ 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_NEAREST);
+ glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glDisable(GL_DITHER);
+ glDisable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1,1,1,1);
+
+ const uint32_t t32[] = {
+ 0xFFFFFFFF, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000,
+ 0xFFFFFF00, 0xFFFF00FF, 0xFF00FFFF, 0xFF000000
+ };
+
+ const GLfloat vertices[4][2] = {
+ { 0, 0 },
+ { w, h }
+ };
+
+ const GLfloat texCoords[4][2] = {
+ { 0, 0 },
+ { 1, 0 }
+ };
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 1, 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);
+
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDrawArrays(GL_LINES, 0, 2);
+ eglSwapBuffers(dpy, surface);
+
+ usleep(5*1000000);
+
+ eglTerminate(dpy);
+
+ return 0;
+}