/* * Copyright (C) 2019 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. */ package android.gameperformance; import java.util.ArrayList; import java.util.List; import android.annotation.NonNull; /** * Tests that verifies maximum number of device calls to render the geometry to keep FPS close to * the device refresh rate. This uses trivial one triangle patch that is rendered multiple times. */ public class DeviceCallsOpenGLTest extends RenderPatchOpenGLTest { public DeviceCallsOpenGLTest(@NonNull GamePerformanceActivity activity) { super(activity); } @Override public String getName() { return "device_calls"; } @Override public String getUnitName() { return "calls"; } @Override public double getUnitScale() { return 25.0; } @Override public void initUnits(double deviceCallsD) { final List renderPatches = new ArrayList<>(); final RenderPatch renderPatch = new RenderPatch(1 /* triangleCount */, 0.05f /* dimension */, RenderPatch.TESSELLATION_BASE); final int deviceCalls = (int)Math.round(deviceCallsD); for (int i = 0; i < deviceCalls; ++i) { renderPatches.add(new RenderPatchAnimation(renderPatch, getView().getRenderRatio())); } setRenderPatches(renderPatches); } }