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1 /*
2  * Copyright (C) 2019 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 package android.gameperformance;
17 
18 import java.util.ArrayList;
19 import java.util.List;
20 
21 import android.annotation.NonNull;
22 
23 /**
24  * Test that measures maximum amount of triangles can be rasterized keeping FPS close to the device
25  * refresh rate. It is has very few devices call and each call contains big amount of triangles.
26  * Total filling area is around one screen.
27  */
28 public class TriangleCountOpenGLTest extends RenderPatchOpenGLTest  {
29     // Based on index buffer of short values.
30     private final static int MAX_TRIANGLES_IN_PATCH = 32000;
31 
TriangleCountOpenGLTest(@onNull GamePerformanceActivity activity)32     public TriangleCountOpenGLTest(@NonNull GamePerformanceActivity activity) {
33         super(activity);
34     }
35 
36     @Override
getName()37     public String getName() {
38         return "triangle_count";
39     }
40 
41     @Override
getUnitName()42     public String getUnitName() {
43         return "ktriangles";
44     }
45 
46     @Override
getUnitScale()47     public double getUnitScale() {
48         return 2.0;
49     }
50 
51     @Override
initUnits(double trianlgeCountD)52     public void initUnits(double trianlgeCountD) {
53         final int triangleCount = (int)Math.round(trianlgeCountD * 1000.0);
54         final List<RenderPatchAnimation> renderPatches = new ArrayList<>();
55         final int patchCount =
56                 (triangleCount + MAX_TRIANGLES_IN_PATCH - 1) / MAX_TRIANGLES_IN_PATCH;
57         final int patchTriangleCount = triangleCount / patchCount;
58         for (int i = 0; i < patchCount; ++i) {
59             final RenderPatch renderPatch = new RenderPatch(patchTriangleCount,
60                                                             0.5f /* dimension */,
61                                                             RenderPatch.TESSELLATION_TO_CENTER);
62             renderPatches.add(new RenderPatchAnimation(renderPatch, getView().getRenderRatio()));
63         }
64         setRenderPatches(renderPatches);
65     }
66 }