mutter/tests/performance/test-common.h

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#include <stdlib.h>
#include <glib.h>
#include <clutter/clutter.h>
static GTimer *testtimer = NULL;
static gint testframes = 0;
static float testmaxtime = 1.0;
/* initialize environment to be suitable for fps testing */
void clutter_perf_fps_init (void)
{
/* Force not syncing to vblank, we want free-running maximum FPS */
g_setenv ("vblank_mode", "0", FALSE);
g_setenv ("CLUTTER_VBLANK", "none", FALSE);
/* also overrride internal default FPS */
g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);
if (g_getenv ("CLUTTER_PERFORMANCE_TEST_DURATION"))
testmaxtime = atof(g_getenv("CLUTTER_PERFORMANCE_TEST_DURATION"));
else
testmaxtime = 10.0;
g_random_set_seed (12345678);
}
static void perf_stage_paint_cb (ClutterStage *stage, gpointer *data);
static gboolean perf_fake_mouse_cb (gpointer stage);
void clutter_perf_fps_start (ClutterStage *stage)
{
g_signal_connect (stage, "paint", G_CALLBACK (perf_stage_paint_cb), NULL);
}
void clutter_perf_fake_mouse (ClutterStage *stage)
{
clutter_threads_add_timeout (1000/60, perf_fake_mouse_cb, stage);
}
void clutter_perf_fps_report (const gchar *id)
{
g_print ("\n@ %s: %.2f fps \n",
id, testframes / g_timer_elapsed (testtimer, NULL));
}
static void perf_stage_paint_cb (ClutterStage *stage, gpointer *data)
{
if (!testtimer)
testtimer = g_timer_new ();
testframes ++;
if (g_timer_elapsed (testtimer, NULL) > testmaxtime)
{
clutter_main_quit ();
}
}
static void wrap (gfloat *value, gfloat min, gfloat max)
{
if (*value > max)
*value = min;
else if (*value < min)
*value = max;
}
static gboolean perf_fake_mouse_cb (gpointer stage)
{
ClutterEvent *event = clutter_event_new (CLUTTER_MOTION);
static ClutterInputDevice *device = NULL;
int i;
static float x = 0.0;
static float y = 0.0;
static float xd = 0.0;
static float yd = 0.0;
static gboolean inited = FALSE;
gfloat w, h;
if (!inited) /* XXX:
force clutter to do handle our motion events,
by forcibly updating the input device's state
this shoudl be possible to do in a better
manner in the future, a versioning check
will have to be added when this is possible
without a hack... and the means to do the
hack is deprecated
*/
{
ClutterEvent *event2 = clutter_event_new (CLUTTER_ENTER);
device = clutter_device_manager_get_core_device (clutter_device_manager_get_default (), CLUTTER_POINTER_DEVICE);
event2->crossing.stage = stage;
event2->crossing.source = stage;
event2->crossing.x = 10;
event2->crossing.y = 10;
event2->crossing.device = device;
event2->crossing.related = NULL;
clutter_input_device_update_from_event (device, event2, TRUE);
clutter_event_put (event2);
clutter_event_free (event2);
inited = TRUE;
}
clutter_actor_get_size (stage, &w, &h);
event->motion.stage = stage;
event->motion.device = device;
/* called about every 60fps, and do 10 picks per stage */
for (i = 0; i < 10; i++)
{
event->motion.x = x;
event->motion.y = y;
clutter_event_put (event);
x += xd;
y += yd;
xd += g_random_double_range (-0.1, 0.1);
yd += g_random_double_range (-0.1, 0.1);
wrap (&x, 0, w);
wrap (&y, 0, h);
xd = CLAMP(xd, -1.3, 1.3);
yd = CLAMP(yd, -1.3, 1.3);
}
clutter_event_free (event);
return G_SOURCE_CONTINUE;
}