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-rw-r--r--opengl/tests/gl_perf/Android.mk20
-rw-r--r--opengl/tests/gl_perf/fill_common.cpp298
-rw-r--r--opengl/tests/gl_perf/filltest.cpp54
-rw-r--r--opengl/tests/gl_perf/fragment_shaders.cpp139
-rw-r--r--opengl/tests/gl_perf/gl2_perf.cpp136
5 files changed, 647 insertions, 0 deletions
diff --git a/opengl/tests/gl_perf/Android.mk b/opengl/tests/gl_perf/Android.mk
new file mode 100644
index 0000000..37647ca
--- /dev/null
+++ b/opengl/tests/gl_perf/Android.mk
@@ -0,0 +1,20 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+ gl2_perf.cpp \
+ filltest.cpp
+
+LOCAL_SHARED_LIBRARIES := \
+ libcutils \
+ libEGL \
+ libGLESv2 \
+ libui
+
+LOCAL_MODULE:= test-opengl-gl2_perf
+
+LOCAL_MODULE_TAGS := optional
+
+LOCAL_CFLAGS := -DGL_GLEXT_PROTOTYPES
+
+include $(BUILD_EXECUTABLE)
diff --git a/opengl/tests/gl_perf/fill_common.cpp b/opengl/tests/gl_perf/fill_common.cpp
new file mode 100644
index 0000000..a069f67
--- /dev/null
+++ b/opengl/tests/gl_perf/fill_common.cpp
@@ -0,0 +1,298 @@
+/*
+ * Copyright (C) 2007 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 "fragment_shaders.cpp"
+
+FILE * fOut = NULL;
+void ptSwap();
+
+static char gCurrentTestName[1024];
+static uint32_t gWidth = 0;
+static uint32_t gHeight = 0;
+
+static void checkGlError(const char* op) {
+ for (GLint error = glGetError(); error; error
+ = glGetError()) {
+ LOGE("after %s() glError (0x%x)\n", op, error);
+ }
+}
+
+GLuint loadShader(GLenum shaderType, const char* pSource) {
+ GLuint shader = glCreateShader(shaderType);
+ if (shader) {
+ glShaderSource(shader, 1, &pSource, NULL);
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ GLint infoLen = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen) {
+ char* buf = (char*) malloc(infoLen);
+ if (buf) {
+ glGetShaderInfoLog(shader, infoLen, NULL, buf);
+ LOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
+ free(buf);
+ }
+ glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ }
+ return shader;
+}
+
+enum {
+ A_POS,
+ A_COLOR,
+ A_TEX0,
+ A_TEX1
+};
+
+GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
+ GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+ if (!vertexShader) {
+ return 0;
+ }
+
+ GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+ if (!pixelShader) {
+ return 0;
+ }
+
+ GLuint program = glCreateProgram();
+ if (program) {
+ glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader v");
+ glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader p");
+
+ glBindAttribLocation(program, A_POS, "a_pos");
+ glBindAttribLocation(program, A_COLOR, "a_color");
+ glBindAttribLocation(program, A_TEX0, "a_tex0");
+ glBindAttribLocation(program, A_TEX1, "a_tex1");
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus != GL_TRUE) {
+ GLint bufLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+ if (bufLength) {
+ char* buf = (char*) malloc(bufLength);
+ if (buf) {
+ glGetProgramInfoLog(program, bufLength, NULL, buf);
+ LOGE("Could not link program:\n%s\n", buf);
+ free(buf);
+ }
+ }
+ glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ checkGlError("createProgram");
+ glUseProgram(program);
+ return program;
+}
+
+uint64_t getTime() {
+ struct timespec t;
+ clock_gettime(CLOCK_MONOTONIC, &t);
+ return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
+}
+
+uint64_t gTime;
+void startTimer() {
+ gTime = getTime();
+}
+
+
+static void endTimer(int count) {
+ uint64_t t2 = getTime();
+ double delta = ((double)(t2 - gTime)) / 1000000000;
+ double pixels = (gWidth * gHeight) * count;
+ double mpps = pixels / delta / 1000000;
+ double dc60 = ((double)count) / delta / 60;
+
+ if (fOut) {
+ fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
+ fflush(fOut);
+ } else {
+ printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
+ }
+ LOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
+}
+
+
+static const char gVertexShader[] =
+ "attribute vec4 a_pos;\n"
+ "attribute vec4 a_color;\n"
+ "attribute vec2 a_tex0;\n"
+ "attribute vec2 a_tex1;\n"
+ "varying vec4 v_color;\n"
+ "varying vec2 v_tex0;\n"
+ "varying vec2 v_tex1;\n"
+ "uniform vec2 u_texOff;\n"
+
+ "void main() {\n"
+ " v_color = a_color;\n"
+ " v_tex0 = a_tex0;\n"
+ " v_tex1 = a_tex1;\n"
+ " v_tex0.x += u_texOff.x;\n"
+ " v_tex1.y += u_texOff.y;\n"
+ " gl_Position = a_pos;\n"
+ "}\n";
+
+static void setupVA() {
+ static const float vtx[] = {
+ -1.0f,-1.0f,
+ 1.0f,-1.0f,
+ -1.0f, 1.0f,
+ 1.0f, 1.0f };
+ static const float color[] = {
+ 1.0f,0.0f,1.0f,1.0f,
+ 0.0f,0.0f,1.0f,1.0f,
+ 1.0f,1.0f,0.0f,1.0f,
+ 1.0f,1.0f,1.0f,1.0f };
+ static const float tex0[] = {
+ 0.0f,0.0f,
+ 1.0f,0.0f,
+ 0.0f,1.0f,
+ 1.0f,1.0f };
+ static const float tex1[] = {
+ 1.0f,0.0f,
+ 1.0f,1.0f,
+ 0.0f,1.0f,
+ 0.0f,0.0f };
+
+ glEnableVertexAttribArray(A_POS);
+ glEnableVertexAttribArray(A_COLOR);
+ glEnableVertexAttribArray(A_TEX0);
+ glEnableVertexAttribArray(A_TEX1);
+
+ glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
+ glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
+ glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
+ glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
+}
+
+static void randUniform(int pgm, const char *var) {
+ int loc = glGetUniformLocation(pgm, var);
+ if (loc >= 0) {
+ float x = ((float)rand()) / RAND_MAX;
+ float y = ((float)rand()) / RAND_MAX;
+ float z = ((float)rand()) / RAND_MAX;
+ float w = ((float)rand()) / RAND_MAX;
+ glUniform4f(loc, x, y, z, w);
+ }
+}
+
+static void doLoop(bool warmup, int pgm, uint32_t passCount) {
+ if (warmup) {
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ ptSwap();
+ glFinish();
+ return;
+ }
+
+ startTimer();
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ for (uint32_t ct=0; ct < passCount; ct++) {
+ int loc = glGetUniformLocation(pgm, "u_texOff");
+ glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
+
+ randUniform(pgm, "u_color");
+ randUniform(pgm, "u_0");
+ randUniform(pgm, "u_1");
+ randUniform(pgm, "u_2");
+ randUniform(pgm, "u_3");
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+ ptSwap();
+ glFinish();
+ endTimer(passCount);
+}
+
+
+static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
+{
+ uint32_t ret = 0xff000000;
+ ret |= r & 0xff;
+ ret |= (g & 0xff) << 8;
+ ret |= (b & 0xff) << 16;
+ return ret;
+}
+
+void genTextures() {
+ uint32_t *m = (uint32_t *)malloc(1024*1024*4);
+ for (int y=0; y < 1024; y++){
+ for (int x=0; x < 1024; x++){
+ m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ for (int y=0; y < 16; y++){
+ for (int x=0; x < 16; x++){
+ m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, 2);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ free(m);
+}
+
+static void doSingleTest(uint32_t pgmNum, int tex) {
+ const char *pgmTxt = gFragmentTests[pgmNum]->txt;
+ int pgm = createProgram(gVertexShader, pgmTxt);
+ if (!pgm) {
+ printf("error running test\n");
+ return;
+ }
+ int loc = glGetUniformLocation(pgm, "u_tex0");
+ if (loc >= 0) glUniform1i(loc, 0);
+ loc = glGetUniformLocation(pgm, "u_tex1");
+ if (loc >= 0) glUniform1i(loc, 1);
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glActiveTexture(GL_TEXTURE0);
+
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_BLEND);
+ //sprintf(str2, "%i, %i, %i, %i, %i, 0",
+ //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+ //doLoop(true, pgm, w, h, str2);
+ //doLoop(false, pgm, w, h, str2);
+
+ glEnable(GL_BLEND);
+ sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
+ doLoop(true, pgm, 100);
+ doLoop(false, pgm, 100);
+}
+
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
new file mode 100644
index 0000000..3f8faca
--- /dev/null
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -0,0 +1,54 @@
+/*
+ * Copyright (C) 2007 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 <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+#include <string.h>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <utils/Timers.h>
+#include <EGL/egl.h>
+#include <utils/Log.h>
+
+
+using namespace android;
+
+
+#include "fill_common.cpp"
+
+
+bool doTest(uint32_t w, uint32_t h) {
+ gWidth = w;
+ gHeight = h;
+ setupVA();
+ genTextures();
+
+ printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
+
+ for (uint32_t num = 0; num < gFragmentTestCount; num++) {
+ doSingleTest(num, 2);
+ if (gFragmentTests[num]->texCount) {
+ doSingleTest(num, 1);
+ }
+ }
+
+ exit(0);
+ return true;
+}
diff --git a/opengl/tests/gl_perf/fragment_shaders.cpp b/opengl/tests/gl_perf/fragment_shaders.cpp
new file mode 100644
index 0000000..79d5ead
--- /dev/null
+++ b/opengl/tests/gl_perf/fragment_shaders.cpp
@@ -0,0 +1,139 @@
+
+typedef struct FragmentTestRec {
+ const char * name;
+ uint32_t texCount;
+ const char * txt;
+} FragmentTest;
+
+static FragmentTest fpFill = {
+ "Solid color", 0,
+
+ "precision mediump float;\n"
+ "uniform vec4 u_color;\n"
+ "void main() {\n"
+ " gl_FragColor = u_color;\n"
+ "}\n"
+};
+
+static FragmentTest fpGradient = {
+ "Solid gradient", 0,
+
+ "precision mediump float;\n"
+ "varying lowp vec4 v_color;\n"
+ "void main() {\n"
+ " gl_FragColor = v_color;\n"
+ "}\n"
+};
+
+static FragmentTest fpCopyTex = {
+ "Texture copy", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(u_tex0, v_tex0);\n"
+ "}\n"
+};
+
+static FragmentTest fpCopyTexGamma = {
+ "Texture copy with gamma", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " t.rgb = pow(t.rgb, vec3(1.4, 1.4, 1.4));\n"
+ " gl_FragColor = t;\n"
+ "}\n"
+};
+
+static FragmentTest fpTexSpec = {
+ "Texture spec", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " float simSpec = dot(gl_FragCoord.xyz, gl_FragCoord.xyz);\n"
+ " simSpec = pow(clamp(simSpec, 0.1, 1.0), 40.0);\n"
+ " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n"
+ "}\n"
+};
+
+static FragmentTest fpDepTex = {
+ "Dependent Lookup", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " t += texture2D(u_tex0, t.xy);\n"
+ " gl_FragColor = t;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateConstantTex = {
+ "Texture modulate constant", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "uniform vec4 u_color;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= u_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateVaryingTex = {
+ "Texture modulate gradient", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "varying lowp vec4 v_color;\n"
+ "uniform sampler2D u_tex0;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= v_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateVaryingConstantTex = {
+ "Texture modulate gradient constant", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "varying lowp vec4 v_color;\n"
+ "uniform sampler2D u_tex0;\n"
+ "uniform vec4 u_color;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= v_color;\n"
+ " c *= u_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest *gFragmentTests[] = {
+ &fpFill,
+ &fpGradient,
+ &fpCopyTex,
+ &fpCopyTexGamma,
+ &fpTexSpec,
+ &fpDepTex,
+ &fpModulateConstantTex,
+ &fpModulateVaryingTex,
+ &fpModulateVaryingConstantTex,
+
+};
+
+static const size_t gFragmentTestCount = sizeof(gFragmentTests) / sizeof(gFragmentTests[0]);
diff --git a/opengl/tests/gl_perf/gl2_perf.cpp b/opengl/tests/gl_perf/gl2_perf.cpp
new file mode 100644
index 0000000..9dfcf1c
--- /dev/null
+++ b/opengl/tests/gl_perf/gl2_perf.cpp
@@ -0,0 +1,136 @@
+/*
+ * Copyright (C) 2007 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 <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+
+#include <EGL/egl.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <utils/Timers.h>
+
+#include <ui/FramebufferNativeWindow.h>
+#include <ui/EGLUtils.h>
+
+using namespace android;
+
+
+static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) {
+ if (returnVal != EGL_TRUE) {
+ fprintf(stderr, "%s() returned %d\n", op, returnVal);
+ }
+
+ for (EGLint error = eglGetError(); error != EGL_SUCCESS; error
+ = eglGetError()) {
+ fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error),
+ error);
+ }
+}
+
+static void checkGlError(const char* op) {
+ for (GLint error = glGetError(); error; error
+ = glGetError()) {
+ fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
+ }
+}
+
+bool doTest(uint32_t w, uint32_t h);
+
+static EGLDisplay dpy;
+static EGLSurface surface;
+
+int main(int argc, char** argv) {
+ EGLBoolean returnValue;
+ EGLConfig myConfig = {0};
+
+ EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
+ EGLint s_configAttribs[] = {
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+ EGL_NONE };
+ EGLint majorVersion;
+ EGLint minorVersion;
+ EGLContext context;
+ EGLint w, h;
+
+
+ checkEglError("<init>");
+ dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ checkEglError("eglGetDisplay");
+ if (dpy == EGL_NO_DISPLAY) {
+ printf("eglGetDisplay returned EGL_NO_DISPLAY.\n");
+ return 0;
+ }
+
+ returnValue = eglInitialize(dpy, &majorVersion, &minorVersion);
+ checkEglError("eglInitialize", returnValue);
+ if (returnValue != EGL_TRUE) {
+ printf("eglInitialize failed\n");
+ return 0;
+ }
+
+ EGLNativeWindowType window = android_createDisplaySurface();
+ returnValue = EGLUtils::selectConfigForNativeWindow(dpy, s_configAttribs, window, &myConfig);
+ if (returnValue) {
+ printf("EGLUtils::selectConfigForNativeWindow() returned %d", returnValue);
+ return 0;
+ }
+
+ checkEglError("EGLUtils::selectConfigForNativeWindow");
+
+ surface = eglCreateWindowSurface(dpy, myConfig, window, NULL);
+ checkEglError("eglCreateWindowSurface");
+ if (surface == EGL_NO_SURFACE) {
+ printf("gelCreateWindowSurface failed.\n");
+ return 0;
+ }
+
+ context = eglCreateContext(dpy, myConfig, EGL_NO_CONTEXT, context_attribs);
+ checkEglError("eglCreateContext");
+ if (context == EGL_NO_CONTEXT) {
+ printf("eglCreateContext failed\n");
+ return 0;
+ }
+ returnValue = eglMakeCurrent(dpy, surface, surface, context);
+ checkEglError("eglMakeCurrent", returnValue);
+ if (returnValue != EGL_TRUE) {
+ return 0;
+ }
+ eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
+ checkEglError("eglQuerySurface");
+ eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
+ checkEglError("eglQuerySurface");
+ GLint dim = w < h ? w : h;
+
+ glViewport(0, 0, w, h);
+
+ for (;;) {
+ doTest(w, h);
+ eglSwapBuffers(dpy, surface);
+ checkEglError("eglSwapBuffers");
+ }
+
+ return 0;
+}
+
+void ptSwap() {
+ eglSwapBuffers(dpy, surface);
+}
+