thorvg/test/testArc.cpp
Hermet Park 657e6daddb common taskscheduler: revise functionalities.
initialization interfaces has been changed for threads count.

if you want to set concrete threads count by system, please specify thread count with it.

std threads:
tvg::Initializer::init(tvg::CanvasEngine::Sw, std:🧵:hardware_concurrency());

if your system provides designed threads info, you can use it.

efl:
tvg_engine_init(TVG_ENGINE_SW, eina_cpu_count());

I recommend to avoid max threads usage for better performance.

Change-Id: I22cfa315768f73fa941be136956cdbb2cf837c20
2020-08-21 12:26:57 +09:00

175 lines
5.4 KiB
C++

#include "testCommon.h"
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
void tvgDrawCmds(tvg::Canvas* canvas)
{
if (!canvas) return;
//Arc Line
auto shape1 = tvg::Shape::gen();
shape1->appendArc(150, 150, 80, 10, 180, false);
shape1->stroke(255, 255, 255, 255);
shape1->stroke(2);
if (canvas->push(move(shape1)) != tvg::Result::Success) return;
auto shape2 = tvg::Shape::gen();
shape2->appendArc(400, 150, 80, 0, 300, false);
shape2->stroke(255, 255, 255, 255);
shape2->stroke(2);
if (canvas->push(move(shape2)) != tvg::Result::Success) return;
auto shape3 = tvg::Shape::gen();
shape3->appendArc(600, 150, 80, 300, 60, false);
shape3->stroke(255, 255, 255, 255);
shape3->stroke(2);
if (canvas->push(move(shape3)) != tvg::Result::Success) return;
//Pie Line
auto shape4 = tvg::Shape::gen();
shape4->appendArc(150, 400, 80, 10, 180, true);
shape4->stroke(255, 255, 255, 255);
shape4->stroke(2);
if (canvas->push(move(shape4)) != tvg::Result::Success) return;
auto shape5 = tvg::Shape::gen();
shape5->appendArc(400, 400, 80, 0, 300, true);
shape5->stroke(255, 255, 255, 255);
shape5->stroke(2);
if (canvas->push(move(shape5)) != tvg::Result::Success) return;
auto shape6 = tvg::Shape::gen();
shape6->appendArc(600, 400, 80, 300, 60, true);
shape6->stroke(255, 255, 255, 255);
shape6->stroke(2);
if (canvas->push(move(shape6)) != tvg::Result::Success) return;
//Pie Fill
auto shape7 = tvg::Shape::gen();
shape7->appendArc(150, 650, 80, 10, 180, true);
shape7->fill(255, 255, 255, 255);
shape7->stroke(255, 0, 0, 255);
shape7->stroke(2);
if (canvas->push(move(shape7)) != tvg::Result::Success) return;
auto shape8 = tvg::Shape::gen();
shape8->appendArc(400, 650, 80, 0, 300, true);
shape8->fill(255, 255, 255, 255);
shape8->stroke(255, 0, 0, 255);
shape8->stroke(2);
if (canvas->push(move(shape8)) != tvg::Result::Success) return;
auto shape9 = tvg::Shape::gen();
shape9->appendArc(600, 650, 80, 300, 60, true);
shape9->fill(255, 255, 255, 255);
shape9->stroke(255, 0, 0, 255);
shape9->stroke(2);
if (canvas->push(move(shape9)) != tvg::Result::Success) return;
}
/************************************************************************/
/* Sw Engine Test Code */
/************************************************************************/
static unique_ptr<tvg::SwCanvas> swCanvas;
void tvgSwTest(uint32_t* buffer)
{
//Create a Canvas
swCanvas = tvg::SwCanvas::gen();
swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888);
/* Push the shape into the Canvas drawing list
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
}
void drawSwView(void* data, Eo* obj)
{
if (swCanvas->draw() == tvg::Result::Success) {
swCanvas->sync();
}
}
/************************************************************************/
/* GL Engine Test Code */
/************************************************************************/
static unique_ptr<tvg::GlCanvas> glCanvas;
void initGLview(Evas_Object *obj)
{
static constexpr auto BPP = 4;
//Create a Canvas
glCanvas = tvg::GlCanvas::gen();
glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT);
/* Push the shape into the Canvas drawing list
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
}
void drawGLview(Evas_Object *obj)
{
auto gl = elm_glview_gl_api_get(obj);
gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl->glClear(GL_COLOR_BUFFER_BIT);
if (glCanvas->draw() == tvg::Result::Success) {
glCanvas->sync();
}
}
/************************************************************************/
/* Main Code */
/************************************************************************/
int main(int argc, char **argv)
{
tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw;
if (argc > 1) {
if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl;
}
//Initialize ThorVG Engine
if (tvgEngine == tvg::CanvasEngine::Sw) {
cout << "tvg engine: software" << endl;
} else {
cout << "tvg engine: opengl" << endl;
}
//Threads Count
auto threads = std::thread::hardware_concurrency();
//Initialize ThorVG Engine
if (tvg::Initializer::init(tvgEngine, threads) == tvg::Result::Success) {
elm_init(argc, argv);
if (tvgEngine == tvg::CanvasEngine::Sw) {
createSwView();
} else {
createGlView();
}
elm_run();
elm_shutdown();
//Terminate ThorVG Engine
tvg::Initializer::term(tvgEngine);
} else {
cout << "engine is not supported" << endl;
}
return 0;
}