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/*
**
** 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 "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_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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);
// default pack-alignment is 4
const uint16_t t16[64] = { 0xFFFF, 0, 0xF800, 0, 0x07E0, 0, 0x001F, 0 };
const GLfloat vertices[4][2] = {
{ w/2, 0 },
{ w/2, h }
};
const GLfloat texCoords[4][2] = {
{ 0, 0 },
{ 1, 1 }
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
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;
}
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