From bc4a4177a34267ad0d039c8567bb9fe7549bb310 Mon Sep 17 00:00:00 2001 From: Jack Palevich Date: Thu, 24 Sep 2009 12:19:05 -0700 Subject: Make tritex test run with latest OpenGL driver. Use EGLUtils::selectConfigForNativeWindow to select a legitimate configuration. (Before now we had been selecting an incorrect configuration, but the older drivers let us get away with it.) Converted the source to C++ so we can call selectConfigForNativeWindow. --- opengl/tests/tritex/Android.mk | 2 +- opengl/tests/tritex/tritex.c | 273 ---------------------------------------- opengl/tests/tritex/tritex.cpp | 277 +++++++++++++++++++++++++++++++++++++++++ 3 files changed, 278 insertions(+), 274 deletions(-) delete mode 100644 opengl/tests/tritex/tritex.c create mode 100644 opengl/tests/tritex/tritex.cpp (limited to 'opengl') diff --git a/opengl/tests/tritex/Android.mk b/opengl/tests/tritex/Android.mk index 76fd8dd..6db3f49 100644 --- a/opengl/tests/tritex/Android.mk +++ b/opengl/tests/tritex/Android.mk @@ -2,7 +2,7 @@ LOCAL_PATH:= $(call my-dir) include $(CLEAR_VARS) LOCAL_SRC_FILES:= \ - tritex.c + tritex.cpp LOCAL_SHARED_LIBRARIES := \ libcutils \ diff --git a/opengl/tests/tritex/tritex.c b/opengl/tests/tritex/tritex.c deleted file mode 100644 index 60a7feb..0000000 --- a/opengl/tests/tritex/tritex.c +++ /dev/null @@ -1,273 +0,0 @@ -// Calls glDrawElements() the number of times specified by -// ITERATIONS. Should draw a checkerboard on the screen after -// a few seconds. -// -// Ported from a Java version by Google. - -#include -#include - -#include -#include -#include - -EGLDisplay eglDisplay; -EGLSurface eglSurface; -EGLContext eglContext; -GLuint texture; - -#define FIXED_ONE 0x10000 -#define ITERATIONS 50 - -int init_gl_surface(void); -void free_gl_surface(void); -void init_scene(void); -void render(int quads); -void create_texture(void); -int readTimer(void); - -static void gluLookAt(float eyeX, float eyeY, float eyeZ, - float centerX, float centerY, float centerZ, float upX, float upY, - float upZ) -{ - // See the OpenGL GLUT documentation for gluLookAt for a description - // of the algorithm. We implement it in a straightforward way: - - float fx = centerX - eyeX; - float fy = centerY - eyeY; - float fz = centerZ - eyeZ; - - // Normalize f - float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz); - fx *= rlf; - fy *= rlf; - fz *= rlf; - - // Normalize up - float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ); - upX *= rlup; - upY *= rlup; - upZ *= rlup; - - // compute s = f x up (x means "cross product") - - float sx = fy * upZ - fz * upY; - float sy = fz * upX - fx * upZ; - float sz = fx * upY - fy * upX; - - // compute u = s x f - float ux = sy * fz - sz * fy; - float uy = sz * fx - sx * fz; - float uz = sx * fy - sy * fx; - - float m[16] ; - m[0] = sx; - m[1] = ux; - m[2] = -fx; - m[3] = 0.0f; - - m[4] = sy; - m[5] = uy; - m[6] = -fy; - m[7] = 0.0f; - - m[8] = sz; - m[9] = uz; - m[10] = -fz; - m[11] = 0.0f; - - m[12] = 0.0f; - m[13] = 0.0f; - m[14] = 0.0f; - m[15] = 1.0f; - - glMultMatrixf(m); - glTranslatef(-eyeX, -eyeY, -eyeZ); -} - -int main(int argc, char **argv) -{ - int q; - int start, end; - - printf("Initializing EGL...\n"); - - if(!init_gl_surface()) - { - printf("GL initialisation failed - exiting\n"); - return 0; - } - - init_scene(); - - create_texture(); - - printf("Start test...\n"); - - render(argc==2 ? atoi(argv[1]) : ITERATIONS); - - free_gl_surface(); - - return 0; -} - -int init_gl_surface(void) -{ - EGLint numConfigs = 1; - EGLConfig myConfig = {0}; - EGLint attrib[] = - { - EGL_DEPTH_SIZE, 16, - EGL_NONE - }; - - if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY ) - { - printf("eglGetDisplay failed\n"); - return 0; - } - - if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE ) - { - printf("eglInitialize failed\n"); - return 0; - } - - if ( eglChooseConfig(eglDisplay, attrib, &myConfig, 1, &numConfigs) != EGL_TRUE ) - { - printf("eglChooseConfig failed\n"); - return 0; - } - - if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig, - android_createDisplaySurface(), 0)) == EGL_NO_SURFACE ) - { - printf("eglCreateWindowSurface failed\n"); - return 0; - } - - if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT ) - { - printf("eglCreateContext failed\n"); - return 0; - } - - if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE ) - { - printf("eglMakeCurrent failed\n"); - return 0; - } - - return 1; -} - -void free_gl_surface(void) -{ - if (eglDisplay != EGL_NO_DISPLAY) - { - eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE, - EGL_NO_SURFACE, EGL_NO_CONTEXT ); - eglDestroyContext( eglDisplay, eglContext ); - eglDestroySurface( eglDisplay, eglSurface ); - eglTerminate( eglDisplay ); - eglDisplay = EGL_NO_DISPLAY; - } -} - -void init_scene(void) -{ - glDisable(GL_DITHER); - glEnable(GL_CULL_FACE); - - float ratio = 320.0f / 480.0f; - glViewport(0, 0, 320, 480); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustumf(-ratio, ratio, -1, 1, 1, 10); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - gluLookAt( - 0, 0, 3, // eye - 0, 0, 0, // center - 0, 1, 0); // up - - glEnable(GL_TEXTURE_2D); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); -} - -void create_texture(void) -{ - const unsigned int on = 0xff0000ff; - const unsigned int off = 0xffffffff; - const unsigned int pixels[] = - { - on, off, on, off, on, off, on, off, - off, on, off, on, off, on, off, on, - on, off, on, off, on, off, on, off, - off, on, off, on, off, on, off, on, - on, off, on, off, on, off, on, off, - off, on, off, on, off, on, off, on, - on, off, on, off, on, off, on, off, - off, on, off, on, off, on, off, on, - }; - glGenTextures(1, &texture); - glBindTexture(GL_TEXTURE_2D, texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); -} - -void render(int quads) -{ - int i, j; - - const GLfloat vertices[] = { - -1, -1, 0, - 1, -1, 0, - 1, 1, 0, - -1, 1, 0 - }; - - const GLfixed texCoords[] = { - 0, 0, - FIXED_ONE, 0, - FIXED_ONE, FIXED_ONE, - 0, FIXED_ONE - }; - - const GLushort template[] = { 0, 1, 2, 0, 2, 3 }; - - - GLushort* indices = (GLushort*)malloc(quads*sizeof(template)); - for (i=0 ; i +#include +#include + +#include +#include + +#include +#include +#include + +using namespace android; + +EGLDisplay eglDisplay; +EGLSurface eglSurface; +EGLContext eglContext; +GLuint texture; + +#define FIXED_ONE 0x10000 +#define ITERATIONS 50 + +int init_gl_surface(void); +void free_gl_surface(void); +void init_scene(void); +void render(int quads); +void create_texture(void); +int readTimer(void); + +static void gluLookAt(float eyeX, float eyeY, float eyeZ, + float centerX, float centerY, float centerZ, float upX, float upY, + float upZ) +{ + // See the OpenGL GLUT documentation for gluLookAt for a description + // of the algorithm. We implement it in a straightforward way: + + float fx = centerX - eyeX; + float fy = centerY - eyeY; + float fz = centerZ - eyeZ; + + // Normalize f + float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz); + fx *= rlf; + fy *= rlf; + fz *= rlf; + + // Normalize up + float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ); + upX *= rlup; + upY *= rlup; + upZ *= rlup; + + // compute s = f x up (x means "cross product") + + float sx = fy * upZ - fz * upY; + float sy = fz * upX - fx * upZ; + float sz = fx * upY - fy * upX; + + // compute u = s x f + float ux = sy * fz - sz * fy; + float uy = sz * fx - sx * fz; + float uz = sx * fy - sy * fx; + + float m[16] ; + m[0] = sx; + m[1] = ux; + m[2] = -fx; + m[3] = 0.0f; + + m[4] = sy; + m[5] = uy; + m[6] = -fy; + m[7] = 0.0f; + + m[8] = sz; + m[9] = uz; + m[10] = -fz; + m[11] = 0.0f; + + m[12] = 0.0f; + m[13] = 0.0f; + m[14] = 0.0f; + m[15] = 1.0f; + + glMultMatrixf(m); + glTranslatef(-eyeX, -eyeY, -eyeZ); +} + +int main(int argc, char **argv) +{ + int q; + int start, end; + + printf("Initializing EGL...\n"); + + if(!init_gl_surface()) + { + printf("GL initialisation failed - exiting\n"); + return 0; + } + + init_scene(); + + create_texture(); + + printf("Start test...\n"); + + render(argc==2 ? atoi(argv[1]) : ITERATIONS); + + free_gl_surface(); + + return 0; +} + +int init_gl_surface(void) +{ + EGLint numConfigs = 1; + EGLConfig myConfig = {0}; + EGLint attrib[] = + { + EGL_SURFACE_TYPE, EGL_PBUFFER_BIT|EGL_WINDOW_BIT, + EGL_DEPTH_SIZE, 16, + EGL_NONE + }; + + if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY ) + { + printf("eglGetDisplay failed\n"); + return 0; + } + + if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE ) + { + printf("eglInitialize failed\n"); + return 0; + } + + EGLNativeWindowType window = android_createDisplaySurface(); + EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig); + + if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig, + window, 0)) == EGL_NO_SURFACE ) + { + printf("eglCreateWindowSurface failed\n"); + return 0; + } + + if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT ) + { + printf("eglCreateContext failed\n"); + return 0; + } + + if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE ) + { + printf("eglMakeCurrent failed\n"); + return 0; + } + + return 1; +} + +void free_gl_surface(void) +{ + if (eglDisplay != EGL_NO_DISPLAY) + { + eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE, + EGL_NO_SURFACE, EGL_NO_CONTEXT ); + eglDestroyContext( eglDisplay, eglContext ); + eglDestroySurface( eglDisplay, eglSurface ); + eglTerminate( eglDisplay ); + eglDisplay = EGL_NO_DISPLAY; + } +} + +void init_scene(void) +{ + glDisable(GL_DITHER); + glEnable(GL_CULL_FACE); + + float ratio = 320.0f / 480.0f; + glViewport(0, 0, 320, 480); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustumf(-ratio, ratio, -1, 1, 1, 10); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + gluLookAt( + 0, 0, 3, // eye + 0, 0, 0, // center + 0, 1, 0); // up + + glEnable(GL_TEXTURE_2D); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); +} + +void create_texture(void) +{ + const unsigned int on = 0xff0000ff; + const unsigned int off = 0xffffffff; + const unsigned int pixels[] = + { + on, off, on, off, on, off, on, off, + off, on, off, on, off, on, off, on, + on, off, on, off, on, off, on, off, + off, on, off, on, off, on, off, on, + on, off, on, off, on, off, on, off, + off, on, off, on, off, on, off, on, + on, off, on, off, on, off, on, off, + off, on, off, on, off, on, off, on, + }; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); +} + +void render(int quads) +{ + int i, j; + + const GLfloat vertices[] = { + -1, -1, 0, + 1, -1, 0, + 1, 1, 0, + -1, 1, 0 + }; + + const GLfixed texCoords[] = { + 0, 0, + FIXED_ONE, 0, + FIXED_ONE, FIXED_ONE, + 0, FIXED_ONE + }; + + const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 }; + + + GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices)); + for (i=0 ; i