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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
203 lines
6.1 KiB
C++
203 lines
6.1 KiB
C++
#include "testCommon.h"
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Shape* pShape = nullptr;
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tvg::Shape* pShape2 = nullptr;
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tvg::Shape* pShape3 = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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{
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if (!canvas) return;
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//Shape1
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auto shape = tvg::Shape::gen();
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/* Acquire shape pointer to access it again.
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instead, you should consider not to interrupt this pointer life-cycle. */
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pShape = shape.get();
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shape->appendRect(-285, -300, 200, 200, 0, 0);
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shape->appendRect(-185, -200, 300, 300, 100, 100);
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shape->appendCircle(115, 100, 100, 100);
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shape->appendCircle(115, 200, 170, 100);
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shape->fill(255, 255, 255, 255);
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shape->translate(385, 400);
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if (canvas->push(move(shape)) != tvg::Result::Success) return;
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//Shape2
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auto shape2 = tvg::Shape::gen();
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pShape2 = shape2.get();
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shape2->appendRect(-50, -50, 100, 100, 0, 0);
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shape2->fill(0, 255, 255, 255);
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shape2->translate(400, 400);
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if (canvas->push(move(shape2)) != tvg::Result::Success) return;
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//Shape3
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auto shape3 = tvg::Shape::gen();
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pShape3 = shape3.get();
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/* Look, how shape3's origin is different with shape2
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The center of the shape is the anchor point for transformation. */
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shape3->appendRect(100, 100, 150, 50, 20, 20);
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shape3->fill(255, 0, 255, 255);
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shape3->translate(400, 400);
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if (canvas->push(move(shape3)) != tvg::Result::Success) return;
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update shape directly.
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You can update only necessary properties of this shape,
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while retaining other properties. */
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//Update Shape1
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pShape->scale(1 - 0.75 * progress);
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pShape->rotate(360 * progress);
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//Update shape for drawing (this may work asynchronously)
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if (canvas->update(pShape) != tvg::Result::Success) return;
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//Update Shape2
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pShape2->rotate(360 * progress);
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pShape2->translate(400 + progress * 300, 400);
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if (canvas->update(pShape2) != tvg::Result::Success) return;
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//Update Shape3
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pShape3->rotate(-360 * progress);
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pShape3->scale(0.5 + progress);
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if (canvas->update(pShape3) != tvg::Result::Success) return;
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}
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/************************************************************************/
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/* Sw Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::SwCanvas> swCanvas;
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void tvgSwTest(uint32_t* buffer)
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{
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//Create a Canvas
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swCanvas = tvg::SwCanvas::gen();
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swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(swCanvas.get());
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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{
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tvgUpdateCmds(swCanvas.get(), progress);
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//Update Efl Canvas
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Eo* img = (Eo*) effect;
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evas_object_image_data_update_add(img, 0, 0, WIDTH, HEIGHT);
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evas_object_image_pixels_dirty_set(img, EINA_TRUE);
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}
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void drawSwView(void* data, Eo* obj)
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{
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if (swCanvas->draw() == tvg::Result::Success) {
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swCanvas->sync();
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}
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}
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/************************************************************************/
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/* GL Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::GlCanvas> glCanvas;
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void initGLview(Evas_Object *obj)
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{
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static constexpr auto BPP = 4;
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//Create a Canvas
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glCanvas = tvg::GlCanvas::gen();
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glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(glCanvas.get());
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}
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void drawGLview(Evas_Object *obj)
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{
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auto gl = elm_glview_gl_api_get(obj);
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gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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if (glCanvas->draw() == tvg::Result::Success) {
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glCanvas->sync();
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}
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}
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void transitGlCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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{
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tvgUpdateCmds(glCanvas.get(), progress);
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}
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/************************************************************************/
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/* Main Code */
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/************************************************************************/
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int main(int argc, char **argv)
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{
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tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw;
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if (argc > 1) {
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if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl;
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}
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//Initialize ThorVG Engine
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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cout << "tvg engine: software" << endl;
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} else {
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cout << "tvg engine: opengl" << endl;
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}
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//Threads Count
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auto threads = std::thread::hardware_concurrency();
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//Initialize ThorVG Engine
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if (tvg::Initializer::init(tvgEngine, threads) == tvg::Result::Success) {
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elm_init(argc, argv);
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Elm_Transit *transit = elm_transit_add();
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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auto view = createSwView();
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elm_transit_effect_add(transit, transitSwCb, view, nullptr);
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} else {
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auto view = createGlView();
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elm_transit_effect_add(transit, transitGlCb, view, nullptr);
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}
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elm_transit_duration_set(transit, 2);
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elm_transit_repeat_times_set(transit, -1);
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elm_transit_auto_reverse_set(transit, EINA_TRUE);
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elm_transit_go(transit);
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elm_run();
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elm_shutdown();
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//Terminate ThorVG Engine
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tvg::Initializer::term(tvgEngine);
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} else {
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cout << "engine is not supported" << endl;
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}
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return 0;
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}
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