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https://github.com/brl/mutter.git
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9206bd7627
And make sure to use clutter_threads_add_* instead of the bare g_*_add().
131 lines
3.5 KiB
C
131 lines
3.5 KiB
C
#include <stdlib.h>
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#include <glib.h>
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#include <clutter/clutter.h>
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static GTimer *testtimer = NULL;
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static gint testframes = 0;
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static float testmaxtime = 1.0;
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/* initialize environment to be suitable for fps testing */
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void clutter_perf_fps_init (void)
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{
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/* Force not syncing to vblank, we want free-running maximum FPS */
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g_setenv ("vblank_mode", "0", FALSE);
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g_setenv ("CLUTTER_VBLANK", "none", FALSE);
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/* also overrride internal default FPS */
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g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);
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if (g_getenv ("CLUTTER_PERFORMANCE_TEST_DURATION"))
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testmaxtime = atof(g_getenv("CLUTTER_PERFORMANCE_TEST_DURATION"));
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else
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testmaxtime = 10.0;
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g_random_set_seed (12345678);
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}
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static void perf_stage_paint_cb (ClutterStage *stage, gpointer *data);
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static gboolean perf_fake_mouse_cb (gpointer stage);
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void clutter_perf_fps_start (ClutterStage *stage)
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{
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g_signal_connect (stage, "paint", G_CALLBACK (perf_stage_paint_cb), NULL);
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}
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void clutter_perf_fake_mouse (ClutterStage *stage)
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{
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clutter_threads_add_timeout (1000/60, perf_fake_mouse_cb, stage);
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}
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void clutter_perf_fps_report (const gchar *id)
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{
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g_print ("\n@ %s: %.2f fps \n",
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id, testframes / g_timer_elapsed (testtimer, NULL));
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}
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static void perf_stage_paint_cb (ClutterStage *stage, gpointer *data)
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{
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if (!testtimer)
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testtimer = g_timer_new ();
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testframes ++;
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if (g_timer_elapsed (testtimer, NULL) > testmaxtime)
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{
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clutter_main_quit ();
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}
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}
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static void wrap (gfloat *value, gfloat min, gfloat max)
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{
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if (*value > max)
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*value = min;
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else if (*value < min)
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*value = max;
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}
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static gboolean perf_fake_mouse_cb (gpointer stage)
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{
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ClutterEvent *event = clutter_event_new (CLUTTER_MOTION);
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static ClutterInputDevice *device = NULL;
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int i;
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static float x = 0.0;
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static float y = 0.0;
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static float xd = 0.0;
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static float yd = 0.0;
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static gboolean inited = FALSE;
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gfloat w, h;
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if (!inited) /* XXX:
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force clutter to do handle our motion events,
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by forcibly updating the input device's state
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this shoudl be possible to do in a better
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manner in the future, a versioning check
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will have to be added when this is possible
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without a hack... and the means to do the
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hack is deprecated
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*/
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{
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ClutterEvent *event2 = clutter_event_new (CLUTTER_ENTER);
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device = clutter_device_manager_get_core_device (clutter_device_manager_get_default (), CLUTTER_POINTER_DEVICE);
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event2->crossing.stage = stage;
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event2->crossing.source = stage;
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event2->crossing.x = 10;
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event2->crossing.y = 10;
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event2->crossing.device = device;
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event2->crossing.related = NULL;
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clutter_input_device_update_from_event (device, event2, TRUE);
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clutter_event_put (event2);
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clutter_event_free (event2);
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inited = TRUE;
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}
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clutter_actor_get_size (stage, &w, &h);
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event->motion.stage = stage;
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event->motion.device = device;
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/* called about every 60fps, and do 10 picks per stage */
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for (i = 0; i < 10; i++)
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{
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event->motion.x = x;
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event->motion.y = y;
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clutter_event_put (event);
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x += xd;
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y += yd;
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xd += g_random_double_range (-0.1, 0.1);
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yd += g_random_double_range (-0.1, 0.1);
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wrap (&x, 0, w);
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wrap (&y, 0, h);
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xd = CLAMP(xd, -1.3, 1.3);
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yd = CLAMP(yd, -1.3, 1.3);
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}
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clutter_event_free (event);
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return G_SOURCE_CONTINUE;
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}
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