1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker **
3*38e8c45fSAndroid Build Coastguard Worker ** Copyright 2006, The Android Open Source Project
4*38e8c45fSAndroid Build Coastguard Worker **
5*38e8c45fSAndroid Build Coastguard Worker ** Licensed under the Apache License, Version 2.0 (the "License");
6*38e8c45fSAndroid Build Coastguard Worker ** you may not use this file except in compliance with the License.
7*38e8c45fSAndroid Build Coastguard Worker ** You may obtain a copy of the License at
8*38e8c45fSAndroid Build Coastguard Worker **
9*38e8c45fSAndroid Build Coastguard Worker ** http://www.apache.org/licenses/LICENSE-2.0
10*38e8c45fSAndroid Build Coastguard Worker **
11*38e8c45fSAndroid Build Coastguard Worker ** Unless required by applicable law or agreed to in writing, software
12*38e8c45fSAndroid Build Coastguard Worker ** distributed under the License is distributed on an "AS IS" BASIS,
13*38e8c45fSAndroid Build Coastguard Worker ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14*38e8c45fSAndroid Build Coastguard Worker ** See the License for the specific language governing permissions and
15*38e8c45fSAndroid Build Coastguard Worker ** limitations under the License.
16*38e8c45fSAndroid Build Coastguard Worker */
17*38e8c45fSAndroid Build Coastguard Worker
18*38e8c45fSAndroid Build Coastguard Worker #include <unistd.h>
19*38e8c45fSAndroid Build Coastguard Worker #include <stdlib.h>
20*38e8c45fSAndroid Build Coastguard Worker #include <stdio.h>
21*38e8c45fSAndroid Build Coastguard Worker
22*38e8c45fSAndroid Build Coastguard Worker #include <EGL/egl.h>
23*38e8c45fSAndroid Build Coastguard Worker #include <GLES/gl.h>
24*38e8c45fSAndroid Build Coastguard Worker #include <GLES/glext.h>
25*38e8c45fSAndroid Build Coastguard Worker
26*38e8c45fSAndroid Build Coastguard Worker #include <utils/StopWatch.h>
27*38e8c45fSAndroid Build Coastguard Worker #include <WindowSurface.h>
28*38e8c45fSAndroid Build Coastguard Worker #include <EGLUtils.h>
29*38e8c45fSAndroid Build Coastguard Worker
30*38e8c45fSAndroid Build Coastguard Worker using namespace android;
31*38e8c45fSAndroid Build Coastguard Worker
main(int,char **)32*38e8c45fSAndroid Build Coastguard Worker int main(int /*argc*/, char** /*argv*/)
33*38e8c45fSAndroid Build Coastguard Worker {
34*38e8c45fSAndroid Build Coastguard Worker EGLint configAttribs[] = {
35*38e8c45fSAndroid Build Coastguard Worker EGL_DEPTH_SIZE, 0,
36*38e8c45fSAndroid Build Coastguard Worker EGL_NONE
37*38e8c45fSAndroid Build Coastguard Worker };
38*38e8c45fSAndroid Build Coastguard Worker
39*38e8c45fSAndroid Build Coastguard Worker EGLint majorVersion;
40*38e8c45fSAndroid Build Coastguard Worker EGLint minorVersion;
41*38e8c45fSAndroid Build Coastguard Worker EGLContext context;
42*38e8c45fSAndroid Build Coastguard Worker EGLConfig config;
43*38e8c45fSAndroid Build Coastguard Worker EGLSurface surface;
44*38e8c45fSAndroid Build Coastguard Worker EGLint w, h;
45*38e8c45fSAndroid Build Coastguard Worker EGLDisplay dpy;
46*38e8c45fSAndroid Build Coastguard Worker
47*38e8c45fSAndroid Build Coastguard Worker WindowSurface windowSurface;
48*38e8c45fSAndroid Build Coastguard Worker EGLNativeWindowType window = windowSurface.getSurface();
49*38e8c45fSAndroid Build Coastguard Worker
50*38e8c45fSAndroid Build Coastguard Worker dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
51*38e8c45fSAndroid Build Coastguard Worker eglInitialize(dpy, &majorVersion, &minorVersion);
52*38e8c45fSAndroid Build Coastguard Worker
53*38e8c45fSAndroid Build Coastguard Worker status_t err = EGLUtils::selectConfigForNativeWindow(
54*38e8c45fSAndroid Build Coastguard Worker dpy, configAttribs, window, &config);
55*38e8c45fSAndroid Build Coastguard Worker if (err) {
56*38e8c45fSAndroid Build Coastguard Worker fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
57*38e8c45fSAndroid Build Coastguard Worker return 0;
58*38e8c45fSAndroid Build Coastguard Worker }
59*38e8c45fSAndroid Build Coastguard Worker
60*38e8c45fSAndroid Build Coastguard Worker surface = eglCreateWindowSurface(dpy, config, window, NULL);
61*38e8c45fSAndroid Build Coastguard Worker context = eglCreateContext(dpy, config, NULL, NULL);
62*38e8c45fSAndroid Build Coastguard Worker eglMakeCurrent(dpy, surface, surface, context);
63*38e8c45fSAndroid Build Coastguard Worker eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
64*38e8c45fSAndroid Build Coastguard Worker eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
65*38e8c45fSAndroid Build Coastguard Worker
66*38e8c45fSAndroid Build Coastguard Worker printf("w=%d, h=%d\n", w, h);
67*38e8c45fSAndroid Build Coastguard Worker
68*38e8c45fSAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, 0);
69*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
71*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
72*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
73*38e8c45fSAndroid Build Coastguard Worker glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
74*38e8c45fSAndroid Build Coastguard Worker glDisable(GL_DITHER);
75*38e8c45fSAndroid Build Coastguard Worker glDisable(GL_BLEND);
76*38e8c45fSAndroid Build Coastguard Worker glEnable(GL_TEXTURE_2D);
77*38e8c45fSAndroid Build Coastguard Worker glColor4f(1,1,1,1);
78*38e8c45fSAndroid Build Coastguard Worker
79*38e8c45fSAndroid Build Coastguard Worker
80*38e8c45fSAndroid Build Coastguard Worker // default pack-alignment is 4
81*38e8c45fSAndroid Build Coastguard Worker const uint16_t t16[64] = { 0xFFFF, 0, 0xF800, 0, 0x07E0, 0, 0x001F, 0 };
82*38e8c45fSAndroid Build Coastguard Worker
83*38e8c45fSAndroid Build Coastguard Worker const GLfloat fh = h;
84*38e8c45fSAndroid Build Coastguard Worker const GLfloat fw2 = w/2;
85*38e8c45fSAndroid Build Coastguard Worker const GLfloat vertices[4][2] = {
86*38e8c45fSAndroid Build Coastguard Worker { fw2, 0 },
87*38e8c45fSAndroid Build Coastguard Worker { fw2, fh }
88*38e8c45fSAndroid Build Coastguard Worker };
89*38e8c45fSAndroid Build Coastguard Worker
90*38e8c45fSAndroid Build Coastguard Worker const GLfloat texCoords[4][2] = {
91*38e8c45fSAndroid Build Coastguard Worker { 0, 0 },
92*38e8c45fSAndroid Build Coastguard Worker { 1, 1 }
93*38e8c45fSAndroid Build Coastguard Worker };
94*38e8c45fSAndroid Build Coastguard Worker
95*38e8c45fSAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
96*38e8c45fSAndroid Build Coastguard Worker
97*38e8c45fSAndroid Build Coastguard Worker glViewport(0, 0, w, h);
98*38e8c45fSAndroid Build Coastguard Worker glMatrixMode(GL_PROJECTION);
99*38e8c45fSAndroid Build Coastguard Worker glLoadIdentity();
100*38e8c45fSAndroid Build Coastguard Worker glOrthof(0, w, 0, h, 0, 1);
101*38e8c45fSAndroid Build Coastguard Worker
102*38e8c45fSAndroid Build Coastguard Worker glEnableClientState(GL_VERTEX_ARRAY);
103*38e8c45fSAndroid Build Coastguard Worker glEnableClientState(GL_TEXTURE_COORD_ARRAY);
104*38e8c45fSAndroid Build Coastguard Worker glVertexPointer(2, GL_FLOAT, 0, vertices);
105*38e8c45fSAndroid Build Coastguard Worker glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
106*38e8c45fSAndroid Build Coastguard Worker
107*38e8c45fSAndroid Build Coastguard Worker glClearColor(0,0,0,0);
108*38e8c45fSAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
109*38e8c45fSAndroid Build Coastguard Worker glDrawArrays(GL_LINES, 0, 2);
110*38e8c45fSAndroid Build Coastguard Worker eglSwapBuffers(dpy, surface);
111*38e8c45fSAndroid Build Coastguard Worker
112*38e8c45fSAndroid Build Coastguard Worker usleep(5*1000000);
113*38e8c45fSAndroid Build Coastguard Worker
114*38e8c45fSAndroid Build Coastguard Worker eglTerminate(dpy);
115*38e8c45fSAndroid Build Coastguard Worker
116*38e8c45fSAndroid Build Coastguard Worker return 0;
117*38e8c45fSAndroid Build Coastguard Worker }
118