flatland: add a GPU hardware benchmark

This change adds a GPU benchmark named 'flatland' that is intended to measure
GPU performance of UI rendering and compositing scenarios at a fixed a clock
frequency.  This initial version includes only window compositing scenarios.

Change-Id: I5577863aa3be5c6da8b49cb5d53cc49dec2f7081
diff --git a/cmds/flatland/GLHelper.h b/cmds/flatland/GLHelper.h
new file mode 100644
index 0000000..19fdff9
--- /dev/null
+++ b/cmds/flatland/GLHelper.h
@@ -0,0 +1,94 @@
+/*
+ * Copyright (C) 2012 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.
+ */
+
+#include <gui/GraphicBufferAlloc.h>
+#include <gui/GLConsumer.h>
+#include <gui/SurfaceTextureClient.h>
+
+#include <EGL/egl.h>
+#include <GLES2/gl2.h>
+
+namespace android {
+
+class SurfaceComposerClient;
+class SurfaceControl;
+
+enum { MAX_SHADER_LINES = 128 };
+
+struct ShaderDesc {
+    const char* name;
+    const char* vertexShader[MAX_SHADER_LINES];
+    const char* fragmentShader[MAX_SHADER_LINES];
+};
+
+class GLHelper {
+
+public:
+
+    enum { DITHER_KERNEL_SIZE = 4 };
+
+    GLHelper();
+
+    ~GLHelper();
+
+    bool setUp(const ShaderDesc* shaderDescs, size_t numShaders);
+
+    void tearDown();
+
+    bool makeCurrent(EGLSurface surface);
+
+    bool createSurfaceTexture(uint32_t w, uint32_t h,
+            sp<GLConsumer>* surfaceTexture, EGLSurface* surface,
+            GLuint* name);
+
+    bool createWindowSurface(uint32_t w, uint32_t h,
+            sp<SurfaceControl>* surfaceControl, EGLSurface* surface);
+
+    void destroySurface(EGLSurface* surface);
+
+    bool swapBuffers(EGLSurface surface);
+
+    bool getShaderProgram(const char* name, GLuint* outPgm);
+
+    bool getDitherTexture(GLuint* outTexName);
+
+private:
+
+    bool createNamedSurfaceTexture(GLuint name, uint32_t w, uint32_t h,
+            sp<GLConsumer>* surfaceTexture, EGLSurface* surface);
+
+    bool computeWindowScale(uint32_t w, uint32_t h, float* scale);
+
+    bool setUpShaders(const ShaderDesc* shaderDescs, size_t numShaders);
+
+    sp<GraphicBufferAlloc> mGraphicBufferAlloc;
+
+    EGLDisplay mDisplay;
+    EGLContext mContext;
+    EGLSurface mDummySurface;
+    sp<GLConsumer> mDummyGLConsumer;
+    EGLConfig mConfig;
+
+    sp<SurfaceComposerClient> mSurfaceComposerClient;
+
+    GLuint* mShaderPrograms;
+    const ShaderDesc* mShaderDescs;
+    size_t mNumShaders;
+
+    GLuint mDitherTexture;
+};
+
+} // namespace android