X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fbenchmark%2Fbenchmark.cpp;h=546e8e580b271435e3d4c8cdda5f6374fdad14b5;hb=06bd7af1f41051697c4087f5f995419c201f2678;hp=e83bc4835a47f48b5dd013b9ce447a902fe8ab26;hpb=c1ab3b4c9ffa2172d332b85b94546b5d5f730c28;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/benchmark/benchmark.cpp b/examples/benchmark/benchmark.cpp index e83bc48..546e8e5 100644 --- a/examples/benchmark/benchmark.cpp +++ b/examples/benchmark/benchmark.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -15,12 +15,12 @@ * */ +// EXTERNAL INCLUDES +#include #include -#include -#include -#include -#include -#include + +// INTERNAL INCLUDES +#include "shared/utility.h" using namespace Dali; using namespace Dali::Toolkit; @@ -183,72 +183,30 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( }\n ); - -Geometry& QuadMesh() -{ - static Geometry mesh; - if( !mesh ) - { - PropertyBuffer vertexBuffer; - Property::Map vertexFormat; - vertexFormat["aPosition"] = Property::VECTOR2; - vertexFormat["aTexCoord"] = Property::VECTOR2; - - //Create a vertex buffer for vertex positions and texture coordinates - vertexBuffer = PropertyBuffer::New( vertexFormat ); - vertexBuffer.SetData( gQuadWithTexture, 4u ); - - //Create the geometry - mesh = Geometry::New(); - mesh.AddVertexBuffer( vertexBuffer ); - mesh.SetGeometryType(Geometry::TRIANGLE_STRIP ); - } - return mesh; -} - bool gUseMesh(false); -bool gUseImageActor(false); bool gNinePatch(false); unsigned int gRowsPerPage(25); unsigned int gColumnsPerPage( 25 ); unsigned int gPageCount(13); -Renderer CreateRenderer( unsigned int index ) -{ - - int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; - static Renderer* renderers = new Renderer[numImages]; - if( !renderers[index] ) - { - //Create the renderer - Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); - - const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; - Image image = ResourceImage::New(imagePath); - TextureSet textureSet = TextureSet::New(); - textureSet.SetImage( 0u, image ); - renderers[index] = Renderer::New( QuadMesh(), shader ); - renderers[index].SetTextures( textureSet ); - renderers[index].SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::OFF ); - } - return renderers[index]; -} - -Actor CreateMeshActor( unsigned int index) +Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader ) { - Renderer renderer = CreateRenderer(index); - Actor meshActor = Actor::New(); - meshActor.AddRenderer( renderer ); - return meshActor; + Renderer renderer = Renderer::New( geometry, shader ); + const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; + Texture texture = DemoHelper::LoadTexture( imagePath ); + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); + renderer.SetTextures( textureSet ); + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); + return renderer; } } -// Test application to compare performance between ImageActor and ImageView +// Test application to compare performance between using a mesh and ImageView // By default, the application consist of 10 pages of 25x25 Image views, this can be modified using the following command line arguments: // -r NumberOfRows (Modifies the number of rows per page) // -c NumberOfColumns (Modifies the number of columns per page) // -p NumberOfPages (Modifies the nimber of pages ) -// --use-image-actor ( Use ImageActor instead of ImageView ) // --use-mesh ( Use new renderer API (as ImageView) but shares renderers between actors when possible ) // --nine-patch ( Use nine patch images ) @@ -285,16 +243,12 @@ public: mSize = Vector3( stageSize.x / mColumnsPerPage, stageSize.y / mRowsPerPage, 0.0f ); // Respond to a click anywhere on the stage - stage.GetRootLayer().TouchedSignal().Connect( this, &Benchmark::OnTouch ); + stage.GetRootLayer().TouchSignal().Connect( this, &Benchmark::OnTouch ); if( gUseMesh ) { CreateMeshActors(); } - else if( gUseImageActor ) - { - CreateImageActors(); - } else { CreateImageViews(); @@ -303,7 +257,7 @@ public: ShowAnimation(); } - bool OnTouch( Actor actor, const TouchEvent& touch ) + bool OnTouch( Actor actor, const TouchData& touch ) { // quit the application mApplication.Quit(); @@ -315,22 +269,6 @@ public: return !gNinePatch ? IMAGE_PATH[i % NUM_IMAGES] : NINEPATCH_IMAGE_PATH[i % NUM_NINEPATCH_IMAGES]; } - void CreateImageActors() - { - Stage stage = Stage::GetCurrent(); - unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount); - mActor.resize(actorCount); - - for( size_t i(0); i renderers( numImages ); + Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); + Geometry geometry = DemoHelper::CreateTexturedQuad(); + for( unsigned int i(0); i( mRowsPerPage ) * mColumnsPerPage ) ) { duration = durationPerActor; delay = delayBetweenActors * count; } - if( gUseImageActor || gUseMesh ) + if( gUseMesh ) { mActor[count].SetPosition( initialPosition ); mActor[count].SetSize( Vector3(0.0f,0.0f,0.0f) ); @@ -436,10 +385,10 @@ public: Vector3 stageSize( stage.GetSize() ); mScroll = Animation::New(10.0f); - size_t actorCount( mRowsPerPage*mColumnsPerPage*mPageCount); + size_t actorCount( static_cast< size_t >( mRowsPerPage ) * mColumnsPerPage * mPageCount ); for( size_t i(0); i