Update filltest.

Change-Id: I37f2bde9898046eafb6431519dae78bf6f368f05
diff --git a/opengl/tests/gl_perf/fill_common.cpp b/opengl/tests/gl_perf/fill_common.cpp
new file mode 100644
index 0000000..36db1b0
--- /dev/null
+++ b/opengl/tests/gl_perf/fill_common.cpp
@@ -0,0 +1,316 @@
+/*
+ * Copyright (C) 2007 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+FILE * fOut = NULL;
+void ptSwap();
+
+static void checkGlError(const char* op) {
+    for (GLint error = glGetError(); error; error
+            = glGetError()) {
+        LOGE("after %s() glError (0x%x)\n", op, error);
+    }
+}
+
+GLuint loadShader(GLenum shaderType, const char* pSource) {
+    GLuint shader = glCreateShader(shaderType);
+    if (shader) {
+        glShaderSource(shader, 1, &pSource, NULL);
+        glCompileShader(shader);
+        GLint compiled = 0;
+        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+        if (!compiled) {
+            GLint infoLen = 0;
+            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+            if (infoLen) {
+                char* buf = (char*) malloc(infoLen);
+                if (buf) {
+                    glGetShaderInfoLog(shader, infoLen, NULL, buf);
+                    LOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
+                    free(buf);
+                }
+                glDeleteShader(shader);
+                shader = 0;
+            }
+        }
+    }
+    return shader;
+}
+
+enum {
+    A_POS,
+    A_COLOR,
+    A_TEX0,
+    A_TEX1
+};
+
+GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
+    GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+    if (!vertexShader) {
+        return 0;
+    }
+
+    GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+    if (!pixelShader) {
+        return 0;
+    }
+
+    GLuint program = glCreateProgram();
+    if (program) {
+        glAttachShader(program, vertexShader);
+        checkGlError("glAttachShader v");
+        glAttachShader(program, pixelShader);
+        checkGlError("glAttachShader p");
+
+        glBindAttribLocation(program, A_POS, "a_pos");
+        glBindAttribLocation(program, A_COLOR, "a_color");
+        glBindAttribLocation(program, A_TEX0, "a_tex0");
+        glBindAttribLocation(program, A_TEX1, "a_tex1");
+        glLinkProgram(program);
+        GLint linkStatus = GL_FALSE;
+        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+        if (linkStatus != GL_TRUE) {
+            GLint bufLength = 0;
+            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+            if (bufLength) {
+                char* buf = (char*) malloc(bufLength);
+                if (buf) {
+                    glGetProgramInfoLog(program, bufLength, NULL, buf);
+                    LOGE("Could not link program:\n%s\n", buf);
+                    free(buf);
+                }
+            }
+            glDeleteProgram(program);
+            program = 0;
+        }
+    }
+    checkGlError("createProgram");
+    glUseProgram(program);
+    return program;
+}
+
+uint64_t getTime() {
+    struct timespec t;
+    clock_gettime(CLOCK_MONOTONIC, &t);
+    return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
+}
+
+uint64_t gTime;
+void startTimer() {
+    gTime = getTime();
+}
+
+void endTimer(const char *str, int w, int h, double dc, int count) {
+    uint64_t t2 = getTime();
+    double delta = ((double)(t2 - gTime)) / 1000000000;
+    double pixels = dc * (w * h) * count;
+    double mpps = pixels / delta / 1000000;
+    double dc60 = pixels / delta / (w * h) / 60;
+
+    if (fOut) {
+        fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60);
+        fflush(fOut);
+    } else {
+        printf("%s, %f, %f\n", str, mpps, dc60);
+    }
+    LOGI("%s, %f, %f\r\n", str, mpps, dc60);
+}
+
+
+static const char gVertexShader[] =
+    "attribute vec4 a_pos;\n"
+    "attribute vec4 a_color;\n"
+    "attribute vec2 a_tex0;\n"
+    "attribute vec2 a_tex1;\n"
+    "varying vec4 v_color;\n"
+    "varying vec2 v_tex0;\n"
+    "varying vec2 v_tex1;\n"
+
+    "void main() {\n"
+    "    v_color = a_color;\n"
+    "    v_tex0 = a_tex0;\n"
+    "    v_tex1 = a_tex1;\n"
+    "    gl_Position = a_pos;\n"
+    "}\n";
+
+static const char gShaderPrefix[] =
+    "precision mediump float;\n"
+    "uniform vec4 u_color;\n"
+    "uniform vec4 u_0;\n"
+    "uniform vec4 u_1;\n"
+    "uniform vec4 u_2;\n"
+    "uniform vec4 u_3;\n"
+    "varying vec4 v_color;\n"
+    "varying vec2 v_tex0;\n"
+    "varying vec2 v_tex1;\n"
+    "uniform sampler2D u_tex0;\n"
+    "uniform sampler2D u_tex1;\n"
+    "void main() {\n";
+
+static const char gShaderPostfix[] =
+    "  gl_FragColor = c;\n"
+    "}\n";
+
+
+static char * append(char *d, const char *s) {
+    size_t len = strlen(s);
+    memcpy(d, s, len);
+    return d + len;
+}
+
+static char * genShader(
+    bool useVarColor,
+    int texCount,
+    bool modulateFirstTex,
+    int extraMath)
+{
+    char *str = (char *)calloc(16 * 1024, 1);
+    char *tmp = append(str, gShaderPrefix);
+
+    if (modulateFirstTex || !texCount) {
+        if (useVarColor) {
+            tmp = append(tmp, "  vec4 c = v_color;\n");
+        } else {
+            tmp = append(tmp, "  vec4 c = u_color;\n");
+        }
+    } else {
+        tmp = append(tmp, "  vec4 c = texture2D(u_tex0, v_tex0);\n");
+    }
+
+    if (modulateFirstTex && texCount) {
+        tmp = append(tmp, "  c *= texture2D(u_tex0, v_tex0);\n");
+    }
+    if (texCount > 1) {
+        tmp = append(tmp, "  c *= texture2D(u_tex1, v_tex1);\n");
+    }
+
+    if (extraMath > 0) {
+        tmp = append(tmp, "  c *= u_0;\n");
+    }
+    if (extraMath > 1) {
+        tmp = append(tmp, "  c += u_1;\n");
+    }
+    if (extraMath > 2) {
+        tmp = append(tmp, "  c *= u_2;\n");
+    }
+    if (extraMath > 3) {
+        tmp = append(tmp, "  c += u_3;\n");
+    }
+
+
+    tmp = append(tmp, gShaderPostfix);
+    tmp[0] = 0;
+
+    //printf("%s", str);
+    return str;
+}
+
+static void setupVA() {
+    static const float vtx[] = {
+        -1.0f,-1.0f,
+         1.0f,-1.0f,
+        -1.0f, 1.0f,
+         1.0f, 1.0f };
+    static const float color[] = {
+        1.0f,0.0f,1.0f,1.0f,
+        0.0f,0.0f,1.0f,1.0f,
+        1.0f,1.0f,0.0f,1.0f,
+        1.0f,1.0f,1.0f,1.0f };
+    static const float tex0[] = {
+        0.0f,0.0f,
+        1.0f,0.0f,
+        1.0f,1.0f,
+        0.0f,1.0f };
+    static const float tex1[] = {
+        1.0f,0.0f,
+        1.0f,1.0f,
+        0.0f,1.0f,
+        0.0f,0.0f };
+
+    glEnableVertexAttribArray(A_POS);
+    glEnableVertexAttribArray(A_COLOR);
+    glEnableVertexAttribArray(A_TEX0);
+    glEnableVertexAttribArray(A_TEX1);
+
+    glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
+    glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
+    glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
+    glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
+}
+
+static void randUniform(int pgm, const char *var) {
+    int loc = glGetUniformLocation(pgm, var);
+    if (loc >= 0) {
+        float x = ((float)rand()) / RAND_MAX;
+        float y = ((float)rand()) / RAND_MAX;
+        float z = ((float)rand()) / RAND_MAX;
+        float w = ((float)rand()) / RAND_MAX;
+        glUniform4f(loc, x, y, z, w);
+    }
+}
+
+static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) {
+    if (clear) {
+        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+        ptSwap();
+        glFinish();
+        return;
+    }
+
+    startTimer();
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    for (int ct=0; ct < 100; ct++) {
+        randUniform(pgm, "u_color");
+        randUniform(pgm, "u_0");
+        randUniform(pgm, "u_1");
+        randUniform(pgm, "u_2");
+        randUniform(pgm, "u_3");
+        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    }
+    ptSwap();
+    glFinish();
+    endTimer(str, w, h, 1, 100);
+}
+
+void genTextures() {
+    uint32_t *m = (uint32_t *)malloc(1024*1024*4);
+    for (int y=0; y < 1024; y++){
+        for (int x=0; x < 1024; x++){
+            m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
+        }
+    }
+    glBindTexture(GL_TEXTURE_2D, 1);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+    for (int y=0; y < 16; y++){
+        for (int x=0; x < 16; x++){
+            m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
+        }
+    }
+    glBindTexture(GL_TEXTURE_2D, 2);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+}
+
+
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
index eb398ec..0dd4e22 100644
--- a/opengl/tests/gl_perf/filltest.cpp
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -25,256 +25,13 @@
 #include <GLES2/gl2ext.h>
 #include <utils/Timers.h>
 #include <EGL/egl.h>
+#include <utils/Log.h>
 
 
 using namespace android;
 
-static void checkGlError(const char* op) {
-    for (GLint error = glGetError(); error; error
-            = glGetError()) {
-        fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
-    }
-}
 
-GLuint loadShader(GLenum shaderType, const char* pSource) {
-    GLuint shader = glCreateShader(shaderType);
-    if (shader) {
-        glShaderSource(shader, 1, &pSource, NULL);
-        glCompileShader(shader);
-        GLint compiled = 0;
-        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
-        if (!compiled) {
-            GLint infoLen = 0;
-            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
-            if (infoLen) {
-                char* buf = (char*) malloc(infoLen);
-                if (buf) {
-                    glGetShaderInfoLog(shader, infoLen, NULL, buf);
-                    fprintf(stderr, "Could not compile shader %d:\n%s\n",
-                            shaderType, buf);
-                    free(buf);
-                }
-                glDeleteShader(shader);
-                shader = 0;
-            }
-        }
-    }
-    return shader;
-}
-
-enum {
-    A_POS,
-    A_COLOR,
-    A_TEX0,
-    A_TEX1
-};
-
-GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
-    GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
-    if (!vertexShader) {
-        return 0;
-    }
-
-    GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
-    if (!pixelShader) {
-        return 0;
-    }
-
-    GLuint program = glCreateProgram();
-    if (program) {
-        glAttachShader(program, vertexShader);
-        checkGlError("glAttachShader v");
-        glAttachShader(program, pixelShader);
-        checkGlError("glAttachShader p");
-
-        glBindAttribLocation(program, A_POS, "a_pos");
-        glBindAttribLocation(program, A_COLOR, "a_color");
-        glBindAttribLocation(program, A_TEX0, "a_tex0");
-        glBindAttribLocation(program, A_TEX1, "a_tex1");
-        glLinkProgram(program);
-        GLint linkStatus = GL_FALSE;
-        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
-        if (linkStatus != GL_TRUE) {
-            GLint bufLength = 0;
-            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
-            if (bufLength) {
-                char* buf = (char*) malloc(bufLength);
-                if (buf) {
-                    glGetProgramInfoLog(program, bufLength, NULL, buf);
-                    printf("Could not link program:\n%s\n", buf);
-                    free(buf);
-                }
-            }
-            glDeleteProgram(program);
-            program = 0;
-        }
-    }
-    checkGlError("createProgram");
-    glUseProgram(program);
-    return program;
-}
-
-uint64_t getTime() {
-    struct timespec t;
-    clock_gettime(CLOCK_MONOTONIC, &t);
-    return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
-}
-
-uint64_t gTime;
-void startTimer() {
-    gTime = getTime();
-}
-
-void endTimer(const char *str, int w, int h, double dc, int count) {
-    uint64_t t2 = getTime();
-    double delta = ((double)(t2 - gTime)) / 1000000000;
-    double pixels = dc * (w * h) * count;
-    double mpps = pixels / delta / 1000000;
-    double dc60 = pixels / delta / (w * h) / 60;
-
-    printf("%s, %f, %f\n", str, mpps, dc60);
-}
-
-static const char gVertexShader[] =
-    "attribute vec4 a_pos;\n"
-    "attribute vec4 a_color;\n"
-    "attribute vec2 a_tex0;\n"
-    "attribute vec2 a_tex1;\n"
-    "varying vec4 v_color;\n"
-    "varying vec2 v_tex0;\n"
-    "varying vec2 v_tex1;\n"
-
-    "void main() {\n"
-    "    v_color = a_color;\n"
-    "    v_tex0 = a_tex0;\n"
-    "    v_tex1 = a_tex1;\n"
-    "    gl_Position = a_pos;\n"
-    "}\n";
-
-static const char gShaderPrefix[] =
-    "precision mediump float;\n"
-    "uniform vec4 u_color;\n"
-    "uniform vec4 u_0;\n"
-    "uniform vec4 u_1;\n"
-    "uniform vec4 u_2;\n"
-    "uniform vec4 u_3;\n"
-    "varying vec4 v_color;\n"
-    "varying vec2 v_tex0;\n"
-    "varying vec2 v_tex1;\n"
-    "uniform sampler2D u_tex0;\n"
-    "uniform sampler2D u_tex1;\n"
-    "void main() {\n";
-
-static const char gShaderPostfix[] =
-    "  gl_FragColor = c;\n"
-    "}\n";
-
-
-static char * append(char *d, const char *s) {
-    size_t len = strlen(s);
-    memcpy(d, s, len);
-    return d + len;
-}
-
-static char * genShader(
-    bool useVarColor,
-    int texCount,
-    bool modulateFirstTex,
-    int extraMath)
-{
-    char *str = (char *)calloc(16 * 1024, 1);
-    char *tmp = append(str, gShaderPrefix);
-
-    if (modulateFirstTex || !texCount) {
-        if (useVarColor) {
-            tmp = append(tmp, "  vec4 c = v_color;\n");
-        } else {
-            tmp = append(tmp, "  vec4 c = u_color;\n");
-        }
-    } else {
-        tmp = append(tmp, "  vec4 c = texture2D(u_tex0, v_tex0);\n");
-    }
-
-    if (modulateFirstTex && texCount) {
-        tmp = append(tmp, "  c *= texture2D(u_tex0, v_tex0);\n");
-    }
-    if (texCount > 1) {
-        tmp = append(tmp, "  c *= texture2D(u_tex1, v_tex1);\n");
-    }
-
-    if (extraMath > 0) {
-        tmp = append(tmp, "  c *= u_0;\n");
-    }
-    if (extraMath > 1) {
-        tmp = append(tmp, "  c *= u_1;\n");
-    }
-    if (extraMath > 2) {
-        tmp = append(tmp, "  c *= u_2;\n");
-    }
-    if (extraMath > 3) {
-        tmp = append(tmp, "  c *= u_3;\n");
-    }
-
-
-    tmp = append(tmp, gShaderPostfix);
-    tmp[0] = 0;
-
-    //printf("%s", str);
-    return str;
-}
-
-static void setupVA() {
-    static const float vtx[] = {
-        -2.0f,-1.0f,
-         1.0f,-1.0f,
-        -2.0f, 1.0f,
-         1.0f, 1.0f };
-    static const float color[] = {
-        1.0f,0.0f,1.0f,1.0f,
-        0.0f,0.0f,1.0f,1.0f,
-        1.0f,1.0f,0.0f,1.0f,
-        1.0f,1.0f,1.0f,1.0f };
-    static const float tex0[] = {
-        0.0f,0.0f,
-        1.0f,0.0f,
-        1.0f,1.0f,
-        0.0f,1.0f };
-    static const float tex1[] = {
-        1.0f,0.0f,
-        1.0f,1.0f,
-        0.0f,1.0f,
-        0.0f,0.0f };
-
-    glEnableVertexAttribArray(A_POS);
-    glEnableVertexAttribArray(A_COLOR);
-    glEnableVertexAttribArray(A_TEX0);
-    glEnableVertexAttribArray(A_TEX1);
-
-    glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
-    glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
-    glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
-    glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
-}
-
-//////////////////////////
-
-void ptSwap();
-
-static void doLoop(uint32_t w, uint32_t h, const char *str) {
-    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-    ptSwap();
-    glFinish();
-
-    startTimer();
-    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-    for (int ct=0; ct < 100; ct++) {
-        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-    }
-    ptSwap();
-    glFinish();
-    endTimer(str, w, h, 1, 100);
-}
+#include "fill_common.cpp"
 
 static void doSingleTest(uint32_t w, uint32_t h,
                          bool useVarColor,
@@ -289,26 +46,10 @@
         return;
     }
     int loc = glGetUniformLocation(pgm, "u_tex0");
-    //printf("loc = %i \n", loc);
     if (loc >= 0) glUniform1i(loc, 0);
     loc = glGetUniformLocation(pgm, "u_tex1");
     if (loc >= 0) glUniform1i(loc, 1);
 
-    loc = glGetUniformLocation(pgm, "u_color");
-    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
-    loc = glGetUniformLocation(pgm, "u_0");
-    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
-    loc = glGetUniformLocation(pgm, "u_1");
-    if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f);
-
-    loc = glGetUniformLocation(pgm, "u_2");
-    if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f);
-
-    loc = glGetUniformLocation(pgm, "u_3");
-    if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f);
-
     glActiveTexture(GL_TEXTURE0);
     glBindTexture(GL_TEXTURE_2D, tex0);
     glActiveTexture(GL_TEXTURE1);
@@ -319,42 +60,16 @@
 
     glBlendFunc(GL_ONE, GL_ONE);
     glDisable(GL_BLEND);
-    sprintf(str2, "%i, %i, %i, %i, %i, 0",
-            useVarColor, texCount, modulateFirstTex, extraMath, tex0);
-    doLoop(w, h, str2);
+    //sprintf(str2, "%i, %i, %i, %i, %i, 0",
+            //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+    //doLoop(true, pgm, w, h, str2);
+    //doLoop(false, pgm, w, h, str2);
 
     glEnable(GL_BLEND);
     sprintf(str2, "%i, %i, %i, %i, %i, 1",
             useVarColor, texCount, modulateFirstTex, extraMath, tex0);
-    doLoop(w, h, str2);
-}
-
-void genTextures() {
-    uint32_t *m = (uint32_t *)malloc(1024*1024*4);
-    for (int y=0; y < 1024; y++){
-        for (int x=0; x < 1024; x++){
-            m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
-        }
-    }
-    glBindTexture(GL_TEXTURE_2D, 1);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
-    for (int y=0; y < 16; y++){
-        for (int x=0; x < 16; x++){
-            m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
-        }
-    }
-    glBindTexture(GL_TEXTURE_2D, 2);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
+    doLoop(true, pgm, w, h, str2);
+    doLoop(false, pgm, w, h, str2);
 }
 
 bool doTest(uint32_t w, uint32_t h) {
@@ -363,7 +78,7 @@
 
     printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
 
-    for (int texCount = 0; texCount < 3; texCount++) {
+    for (int texCount = 0; texCount < 2; texCount++) {
         for (int extraMath = 0; extraMath < 5; extraMath++) {
 
             doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
diff --git a/opengl/tests/gl_perfapp/jni/gl_code.cpp b/opengl/tests/gl_perfapp/jni/gl_code.cpp
index 020d848..e643292 100644
--- a/opengl/tests/gl_perfapp/jni/gl_code.cpp
+++ b/opengl/tests/gl_perfapp/jni/gl_code.cpp
@@ -13,243 +13,8 @@
 #include <stdlib.h>
 #include <math.h>
 
-FILE * out;
+#include "../../gl_perf/fill_common.cpp"
 
-static void printGLString(const char *name, GLenum s) {
-    const char *v = (const char *) glGetString(s);
-    LOGI("GL %s = %s\n", name, v);
-}
-
-static void checkGlError(const char* op) {
-    for (GLint error = glGetError(); error; error
-            = glGetError()) {
-        LOGI("after %s() glError (0x%x)\n", op, error);
-    }
-}
-
-GLuint loadShader(GLenum shaderType, const char* pSource) {
-    GLuint shader = glCreateShader(shaderType);
-    if (shader) {
-        glShaderSource(shader, 1, &pSource, NULL);
-        glCompileShader(shader);
-        GLint compiled = 0;
-        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
-        if (!compiled) {
-            GLint infoLen = 0;
-            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
-            if (infoLen) {
-                char* buf = (char*) malloc(infoLen);
-                if (buf) {
-                    glGetShaderInfoLog(shader, infoLen, NULL, buf);
-                    LOGE("Could not compile shader %d:\n%s\n",
-                            shaderType, buf);
-                    free(buf);
-                }
-                glDeleteShader(shader);
-                shader = 0;
-            }
-        }
-    }
-    return shader;
-}
-
-enum {
-    A_POS,
-    A_COLOR,
-    A_TEX0,
-    A_TEX1
-};
-
-GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
-    GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
-    if (!vertexShader) {
-        return 0;
-    }
-
-    GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
-    if (!pixelShader) {
-        return 0;
-    }
-
-    GLuint program = glCreateProgram();
-    if (program) {
-        glAttachShader(program, vertexShader);
-        checkGlError("glAttachShader v");
-        glAttachShader(program, pixelShader);
-        checkGlError("glAttachShader p");
-
-        glBindAttribLocation(program, A_POS, "a_pos");
-        glBindAttribLocation(program, A_COLOR, "a_color");
-        glBindAttribLocation(program, A_TEX0, "a_tex0");
-        glBindAttribLocation(program, A_TEX1, "a_tex1");
-        glLinkProgram(program);
-        GLint linkStatus = GL_FALSE;
-        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
-        if (linkStatus != GL_TRUE) {
-            GLint bufLength = 0;
-            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
-            if (bufLength) {
-                char* buf = (char*) malloc(bufLength);
-                if (buf) {
-                    glGetProgramInfoLog(program, bufLength, NULL, buf);
-                    LOGE("Could not link program:\n%s\n", buf);
-                    free(buf);
-                }
-            }
-            glDeleteProgram(program);
-            program = 0;
-        }
-    }
-    checkGlError("createProgram");
-    glUseProgram(program);
-    return program;
-}
-
-uint64_t getTime() {
-    struct timespec t;
-    clock_gettime(CLOCK_MONOTONIC, &t);
-    return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
-}
-
-uint64_t gTime;
-void startTimer() {
-    gTime = getTime();
-}
-
-void endTimer(const char *str, int w, int h, double dc, int count) {
-    uint64_t t2 = getTime();
-    double delta = ((double)(t2 - gTime)) / 1000000000;
-    double pixels = dc * (w * h) * count;
-    double mpps = pixels / delta / 1000000;
-    double dc60 = pixels / delta / (w * h) / 60;
-
-    LOGI("%s, %f, %f\n", str, mpps, dc60);
-    if (out) {
-        fprintf(out, "%s, %f, %f\r\n", str, mpps, dc60);
-        fflush(out);
-    }
-}
-
-static const char gVertexShader[] =
-    "attribute vec4 a_pos;\n"
-    "attribute vec4 a_color;\n"
-    "attribute vec2 a_tex0;\n"
-    "attribute vec2 a_tex1;\n"
-    "varying vec4 v_color;\n"
-    "varying vec2 v_tex0;\n"
-    "varying vec2 v_tex1;\n"
-
-    "void main() {\n"
-    "    v_color = a_color;\n"
-    "    v_tex0 = a_tex0;\n"
-    "    v_tex1 = a_tex1;\n"
-    "    gl_Position = a_pos;\n"
-    "}\n";
-
-static const char gShaderPrefix[] =
-    "precision mediump float;\n"
-    "uniform vec4 u_color;\n"
-    "uniform vec4 u_0;\n"
-    "uniform vec4 u_1;\n"
-    "uniform vec4 u_2;\n"
-    "uniform vec4 u_3;\n"
-    "varying vec4 v_color;\n"
-    "varying vec2 v_tex0;\n"
-    "varying vec2 v_tex1;\n"
-    "uniform sampler2D u_tex0;\n"
-    "uniform sampler2D u_tex1;\n"
-    "void main() {\n";
-
-static const char gShaderPostfix[] =
-    "  gl_FragColor = c;\n"
-    "}\n";
-
-
-static char * append(char *d, const char *s) {
-    size_t len = strlen(s);
-    memcpy(d, s, len);
-    return d + len;
-}
-
-static char * genShader(
-    bool useVarColor,
-    int texCount,
-    bool modulateFirstTex,
-    int extraMath)
-{
-    char *str = (char *)calloc(16 * 1024, 1);
-    char *tmp = append(str, gShaderPrefix);
-
-    if (modulateFirstTex || !texCount) {
-        if (useVarColor) {
-            tmp = append(tmp, "  vec4 c = v_color;\n");
-        } else {
-            tmp = append(tmp, "  vec4 c = u_color;\n");
-        }
-    } else {
-        tmp = append(tmp, "  vec4 c = texture2D(u_tex0, v_tex0);\n");
-    }
-
-    if (modulateFirstTex && texCount) {
-        tmp = append(tmp, "  c *= texture2D(u_tex0, v_tex0);\n");
-    }
-    if (texCount > 1) {
-        tmp = append(tmp, "  c *= texture2D(u_tex1, v_tex1);\n");
-    }
-
-    if (extraMath > 0) {
-        tmp = append(tmp, "  c *= u_0;\n");
-    }
-    if (extraMath > 1) {
-        tmp = append(tmp, "  c *= u_1;\n");
-    }
-    if (extraMath > 2) {
-        tmp = append(tmp, "  c *= u_2;\n");
-    }
-    if (extraMath > 3) {
-        tmp = append(tmp, "  c *= u_3;\n");
-    }
-
-
-    tmp = append(tmp, gShaderPostfix);
-    tmp[0] = 0;
-
-    //LOGI("%s", str);
-    return str;
-}
-
-static void setupVA() {
-    static const float vtx[] = {
-        -2.0f,-1.0f,
-         1.0f,-1.0f,
-        -2.0f, 1.0f,
-         1.0f, 1.0f };
-    static const float color[] = {
-        1.0f,0.0f,1.0f,1.0f,
-        0.0f,0.0f,1.0f,1.0f,
-        1.0f,1.0f,0.0f,1.0f,
-        1.0f,1.0f,1.0f,1.0f };
-    static const float tex0[] = {
-        0.0f,0.0f,
-        1.0f,0.0f,
-        1.0f,1.0f,
-        0.0f,1.0f };
-    static const float tex1[] = {
-        1.0f,0.0f,
-        1.0f,1.0f,
-        0.0f,1.0f,
-        0.0f,0.0f };
-
-    glEnableVertexAttribArray(A_POS);
-    glEnableVertexAttribArray(A_COLOR);
-    glEnableVertexAttribArray(A_TEX0);
-    glEnableVertexAttribArray(A_TEX1);
-
-    glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
-    glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
-    glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
-    glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
-}
 
 //////////////////////////
 
@@ -269,23 +34,10 @@
 
 char saveBuf[1024];
 
-static void doLoop(uint32_t w, uint32_t h, const char *str) {
-    int doLoopState = stateClock % doLoopStates;
-    // LOGI("doLoop %d\n", doLoopState);
-    switch(doLoopState) {
-    case 0:
-	    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-	    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-    	break;
-    case 1:
-            strcpy(saveBuf, str);
-	    startTimer();
-	    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
-	    for (int ct=0; ct < 100; ct++) {
-		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-	    }
-	break;
-    }
+
+int pgm;
+
+void ptSwap() {
 }
 
 static void doSingleTest(uint32_t w, uint32_t h,
@@ -299,32 +51,16 @@
     switch (doSingleTestState) {
 	case 0: {
 	    char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
-	    int pgm = createProgram(gVertexShader, pgmTxt);
+	    pgm = createProgram(gVertexShader, pgmTxt);
 	    if (!pgm) {
 		LOGE("error running test\n");
 		return;
 	    }
 	    int loc = glGetUniformLocation(pgm, "u_tex0");
-	    //LOGI("loc = %i \n", loc);
 	    if (loc >= 0) glUniform1i(loc, 0);
 	    loc = glGetUniformLocation(pgm, "u_tex1");
 	    if (loc >= 0) glUniform1i(loc, 1);
 
-	    loc = glGetUniformLocation(pgm, "u_color");
-	    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
-	    loc = glGetUniformLocation(pgm, "u_0");
-	    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
-	    loc = glGetUniformLocation(pgm, "u_1");
-	    if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f);
-
-	    loc = glGetUniformLocation(pgm, "u_2");
-	    if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f);
-
-	    loc = glGetUniformLocation(pgm, "u_3");
-	    if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f);
-
 	    glActiveTexture(GL_TEXTURE0);
 	    glBindTexture(GL_TEXTURE_2D, tex0);
 	    glActiveTexture(GL_TEXTURE1);
@@ -337,7 +73,8 @@
             char str2[1024];
 	    sprintf(str2, "%i, %i, %i, %i, %i, 0",
 		    useVarColor, texCount, modulateFirstTex, extraMath, tex0);
-    	    doLoop(w, h, str2);
+
+    	    doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
 	 }
          break;
          case 1: {
@@ -345,39 +82,12 @@
 	    glEnable(GL_BLEND);
 	    sprintf(str2, "%i, %i, %i, %i, %i, 1",
 		    useVarColor, texCount, modulateFirstTex, extraMath, tex0);
-	    doLoop(w, h, str2);
+	    doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
         }
         break;
     }
 }
 
-void genTextures() {
-    uint32_t *m = (uint32_t *)malloc(1024*1024*4);
-    for (int y=0; y < 1024; y++){
-        for (int x=0; x < 1024; x++){
-            m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
-        }
-    }
-    glBindTexture(GL_TEXTURE_2D, 1);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
-    for (int y=0; y < 16; y++){
-        for (int x=0; x < 16; x++){
-            m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
-        }
-    }
-    glBindTexture(GL_TEXTURE_2D, 2);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
-}
 
 void doTest(uint32_t w, uint32_t h) {
     int testState = stateClock / (doLoopStates * doSingleTestStates);
@@ -399,9 +109,9 @@
     }
     if (texCount >= 3) {
        LOGI("done\n");
-       if (out) {
-           fclose(out);
-           out = NULL;
+       if (fOut) {
+           fclose(fOut);
+           fOut = NULL;
        }
        done = true;
        return;
@@ -454,19 +164,19 @@
 	    setupVA();
 	    genTextures();
 	    const char* fileName = "/sdcard/glperf.csv";
-            if (out != NULL) {
+            if (fOut != NULL) {
                  LOGI("Closing partially written output.n");
-                 fclose(out);
-                 out = NULL;
+                 fclose(fOut);
+                 fOut = NULL;
             }
 	    LOGI("Writing to: %s\n",fileName);
-	    out = fopen(fileName, "w");
-	    if (out == NULL) {
+	    fOut = fopen(fileName, "w");
+	    if (fOut == NULL) {
 		LOGE("Could not open: %s\n", fileName);
 	    }
 
 	    LOGI("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
-	    if (out) fprintf(out,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
+	    if (fOut) fprintf(fOut,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
     }
 }