Merge "clean-up. get rid ofunused code and members in Surface[Control].cpp"
diff --git a/include/utils/Pool.h b/include/utils/Pool.h
deleted file mode 100644
index 2ee768e..0000000
--- a/include/utils/Pool.h
+++ /dev/null
@@ -1,71 +0,0 @@
-/*
- * Copyright (C) 2010 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.
- */
-
-#ifndef UTILS_POOL_H
-#define UTILS_POOL_H
-
-#include <utils/TypeHelpers.h>
-
-namespace android {
-
-class PoolImpl {
-public:
-    PoolImpl(size_t objSize);
-    ~PoolImpl();
-
-    void* allocImpl();
-    void freeImpl(void* obj);
-
-private:
-    size_t mObjSize;
-};
-
-/*
- * A homogeneous typed memory pool for fixed size objects.
- * Not intended to be thread-safe.
- */
-template<typename T>
-class Pool : private PoolImpl {
-public:
-    /* Creates an initially empty pool. */
-    Pool() : PoolImpl(sizeof(T)) { }
-
-    /* Destroys the pool.
-     * Assumes that the pool is empty. */
-    ~Pool() { }
-
-    /* Allocates an object from the pool, growing the pool if needed. */
-    inline T* alloc() {
-        void* mem = allocImpl();
-        if (! traits<T>::has_trivial_ctor) {
-            return new (mem) T();
-        } else {
-            return static_cast<T*>(mem);
-        }
-    }
-
-    /* Frees an object from the pool. */
-    inline void free(T* obj) {
-        if (! traits<T>::has_trivial_dtor) {
-            obj->~T();
-        }
-        freeImpl(obj);
-    }
-};
-
-} // namespace android
-
-#endif // UTILS_POOL_H
diff --git a/libs/utils/Android.mk b/libs/utils/Android.mk
index f633357..e4eadbd 100644
--- a/libs/utils/Android.mk
+++ b/libs/utils/Android.mk
@@ -29,7 +29,6 @@
 	Flattenable.cpp \
 	LinearTransform.cpp \
 	ObbFile.cpp \
-	Pool.cpp \
 	PropertyMap.cpp \
 	RefBase.cpp \
 	ResourceTypes.cpp \
diff --git a/libs/utils/Pool.cpp b/libs/utils/Pool.cpp
deleted file mode 100644
index 8f18cb9..0000000
--- a/libs/utils/Pool.cpp
+++ /dev/null
@@ -1,37 +0,0 @@
-//
-// Copyright 2010 The Android Open Source Project
-//
-// A simple memory pool.
-//
-#define LOG_TAG "Pool"
-
-//#define LOG_NDEBUG 0
-
-#include <cutils/log.h>
-#include <utils/Pool.h>
-
-#include <stdlib.h>
-
-namespace android {
-
-// TODO Provide a real implementation of a pool.  This is just a stub for initial development.
-
-PoolImpl::PoolImpl(size_t objSize) :
-    mObjSize(objSize) {
-}
-
-PoolImpl::~PoolImpl() {
-}
-
-void* PoolImpl::allocImpl() {
-    void* ptr = malloc(mObjSize);
-    LOG_ALWAYS_FATAL_IF(ptr == NULL, "Cannot allocate new pool object.");
-    return ptr;
-}
-
-void PoolImpl::freeImpl(void* obj) {
-    LOG_ALWAYS_FATAL_IF(obj == NULL, "Caller attempted to free NULL pool object.");
-    return free(obj);
-}
-
-} // namespace android
diff --git a/opengl/tests/gl2_copyTexImage/Android.mk b/opengl/tests/gl2_copyTexImage/Android.mk
new file mode 100644
index 0000000..bef1f90
--- /dev/null
+++ b/opengl/tests/gl2_copyTexImage/Android.mk
@@ -0,0 +1,19 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+	gl2_copyTexImage.cpp
+
+LOCAL_SHARED_LIBRARIES := \
+	libcutils \
+    libEGL \
+    libGLESv2 \
+    libui
+
+LOCAL_MODULE:= test-opengl-gl2_copyTexImage
+
+LOCAL_MODULE_TAGS := optional
+
+LOCAL_CFLAGS := -DGL_GLEXT_PROTOTYPES
+
+include $(BUILD_EXECUTABLE)
diff --git a/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp
new file mode 100644
index 0000000..c2bfdec
--- /dev/null
+++ b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp
@@ -0,0 +1,467 @@
+/*
+ * 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.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+
+#include <EGL/egl.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <utils/Timers.h>
+
+#include <ui/FramebufferNativeWindow.h>
+#include <ui/EGLUtils.h>
+
+using namespace android;
+
+static void printGLString(const char *name, GLenum s) {
+    // fprintf(stderr, "printGLString %s, %d\n", name, s);
+    const char *v = (const char *) glGetString(s);
+    // int error = glGetError();
+    // fprintf(stderr, "glGetError() = %d, result of glGetString = %x\n", error,
+    //        (unsigned int) v);
+    // if ((v < (const char*) 0) || (v > (const char*) 0x10000))
+    //    fprintf(stderr, "GL %s = %s\n", name, v);
+    // else
+    //    fprintf(stderr, "GL %s = (null) 0x%08x\n", name, (unsigned int) v);
+    fprintf(stderr, "GL %s = %s\n", name, v);
+}
+
+static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) {
+    if (returnVal != EGL_TRUE) {
+        fprintf(stderr, "%s() returned %d\n", op, returnVal);
+    }
+
+    for (EGLint error = eglGetError(); error != EGL_SUCCESS; error
+            = eglGetError()) {
+        fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error),
+                error);
+    }
+}
+
+static void checkGlError(const char* op) {
+    for (GLint error = glGetError(); error; error
+            = glGetError()) {
+        fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
+    }
+}
+
+static const char gVertexShader[] = "attribute vec4 vPosition;\n"
+    "void main() {\n"
+    "  gl_Position = vPosition;\n"
+    "}\n";
+
+static const char gFragmentShader[] = "precision mediump float;\n"
+    "void main() {\n"
+    "  gl_FragColor = vec4(0.0, 1.0, 0.0, 0.5);\n"
+    "}\n";
+
+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;
+}
+
+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");
+        glAttachShader(program, pixelShader);
+        checkGlError("glAttachShader");
+        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);
+                    fprintf(stderr, "Could not link program:\n%s\n", buf);
+                    free(buf);
+                }
+            }
+            glDeleteProgram(program);
+            program = 0;
+        }
+    }
+    return program;
+}
+
+GLuint gProgram;
+GLuint gTextureProgram;
+GLuint gvPositionHandle;
+GLuint gvTexturePositionHandle;
+GLuint gvTextureTexCoordsHandle;
+GLuint gvTextureSamplerHandle;
+GLuint gFbo;
+GLuint gTexture;
+GLuint gBufferTexture;
+
+static const char gSimpleVS[] =
+    "attribute vec4 position;\n"
+    "attribute vec2 texCoords;\n"
+    "varying vec2 outTexCoords;\n"
+    "\nvoid main(void) {\n"
+    "    outTexCoords = texCoords;\n"
+    "    gl_Position = position;\n"
+    "}\n\n";
+static const char gSimpleFS[] =
+    "precision mediump float;\n\n"
+    "varying vec2 outTexCoords;\n"
+    "uniform sampler2D texture;\n"
+    "\nvoid main(void) {\n"
+    "    gl_FragColor = texture2D(texture, outTexCoords);\n"
+    "}\n\n";
+
+bool setupGraphics(int w, int h) {
+    gProgram = createProgram(gVertexShader, gFragmentShader);
+    if (!gProgram) {
+        return false;
+    }
+    gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
+    checkGlError("glGetAttribLocation");
+    fprintf(stderr, "glGetAttribLocation(\"vPosition\") = %d\n", gvPositionHandle);
+
+    gTextureProgram = createProgram(gSimpleVS, gSimpleFS);
+    if (!gTextureProgram) {
+        return false;
+    }
+    gvTexturePositionHandle = glGetAttribLocation(gTextureProgram, "position");
+    checkGlError("glGetAttribLocation");
+    gvTextureTexCoordsHandle = glGetAttribLocation(gTextureProgram, "texCoords");
+    checkGlError("glGetAttribLocation");
+    gvTextureSamplerHandle = glGetUniformLocation(gTextureProgram, "texture");
+    checkGlError("glGetAttribLocation");
+
+    glActiveTexture(GL_TEXTURE0);
+
+    glGenTextures(1, &gTexture);
+    glBindTexture(GL_TEXTURE_2D, gTexture);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+    glGenTextures(1, &gBufferTexture);
+    glBindTexture(GL_TEXTURE_2D, gBufferTexture);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+    glGenFramebuffers(1, &gFbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, gFbo);
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gTexture, 0);
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    glViewport(0, 0, w, h);
+    checkGlError("glViewport");
+    return true;
+}
+
+const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
+        0.5f, -0.5f };
+
+const GLint FLOAT_SIZE_BYTES = 4;
+const GLint TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+const GLfloat gTriangleVerticesData[] = {
+    // X, Y, Z, U, V
+    -1.0f, -1.0f, 0, 0.f, 0.f,
+    1.0f, -1.0f, 0, 1.f, 0.f,
+    -1.0f,  1.0f, 0, 0.f, 1.f,
+    1.0f,   1.0f, 0, 1.f, 1.f,
+};
+
+void renderFrame(GLint w, GLint h) {
+    glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+    checkGlError("glClearColor");
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    checkGlError("glClear");
+
+    // Bind FBO and draw into it
+    glBindFramebuffer(GL_FRAMEBUFFER, gFbo);
+    checkGlError("glBindFramebuffer");
+
+    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+    checkGlError("glClearColor");
+    glClear(GL_COLOR_BUFFER_BIT);
+    checkGlError("glClear");
+
+    glUseProgram(gProgram);
+    checkGlError("glUseProgram");
+
+    glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
+    checkGlError("glVertexAttribPointer");
+    glEnableVertexAttribArray(gvPositionHandle);
+    checkGlError("glEnableVertexAttribArray");
+    glDrawArrays(GL_TRIANGLES, 0, 3);
+    checkGlError("glDrawArrays");
+
+    // Copy content of FBO into a texture
+    glBindTexture(GL_TEXTURE_2D, gBufferTexture);
+    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w / 2, h / 2);
+    checkGlError("glCopyTexSubImage2D");
+
+    // Back to the display
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+    checkGlError("glBindFramebuffer");
+
+    // Draw copied content on the screen
+    glUseProgram(gTextureProgram);
+    checkGlError("glUseProgram");
+
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+    glVertexAttribPointer(gvTexturePositionHandle, 3, GL_FLOAT, GL_FALSE,
+            TRIANGLE_VERTICES_DATA_STRIDE_BYTES, gTriangleVerticesData);
+    checkGlError("glVertexAttribPointer");
+    glVertexAttribPointer(gvTextureTexCoordsHandle, 2, GL_FLOAT, GL_FALSE,
+            TRIANGLE_VERTICES_DATA_STRIDE_BYTES, &gTriangleVerticesData[3]);
+    checkGlError("glVertexAttribPointer");
+    glEnableVertexAttribArray(gvTexturePositionHandle);
+    glEnableVertexAttribArray(gvTextureTexCoordsHandle);
+    checkGlError("glEnableVertexAttribArray");
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    checkGlError("glDrawArrays");
+}
+
+void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {
+
+#define X(VAL) {VAL, #VAL}
+    struct {EGLint attribute; const char* name;} names[] = {
+    X(EGL_BUFFER_SIZE),
+    X(EGL_ALPHA_SIZE),
+    X(EGL_BLUE_SIZE),
+    X(EGL_GREEN_SIZE),
+    X(EGL_RED_SIZE),
+    X(EGL_DEPTH_SIZE),
+    X(EGL_STENCIL_SIZE),
+    X(EGL_CONFIG_CAVEAT),
+    X(EGL_CONFIG_ID),
+    X(EGL_LEVEL),
+    X(EGL_MAX_PBUFFER_HEIGHT),
+    X(EGL_MAX_PBUFFER_PIXELS),
+    X(EGL_MAX_PBUFFER_WIDTH),
+    X(EGL_NATIVE_RENDERABLE),
+    X(EGL_NATIVE_VISUAL_ID),
+    X(EGL_NATIVE_VISUAL_TYPE),
+    X(EGL_SAMPLES),
+    X(EGL_SAMPLE_BUFFERS),
+    X(EGL_SURFACE_TYPE),
+    X(EGL_TRANSPARENT_TYPE),
+    X(EGL_TRANSPARENT_RED_VALUE),
+    X(EGL_TRANSPARENT_GREEN_VALUE),
+    X(EGL_TRANSPARENT_BLUE_VALUE),
+    X(EGL_BIND_TO_TEXTURE_RGB),
+    X(EGL_BIND_TO_TEXTURE_RGBA),
+    X(EGL_MIN_SWAP_INTERVAL),
+    X(EGL_MAX_SWAP_INTERVAL),
+    X(EGL_LUMINANCE_SIZE),
+    X(EGL_ALPHA_MASK_SIZE),
+    X(EGL_COLOR_BUFFER_TYPE),
+    X(EGL_RENDERABLE_TYPE),
+    X(EGL_CONFORMANT),
+   };
+#undef X
+
+    for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) {
+        EGLint value = -1;
+        EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value);
+        EGLint error = eglGetError();
+        if (returnVal && error == EGL_SUCCESS) {
+            printf(" %s: ", names[j].name);
+            printf("%d (0x%x)", value, value);
+        }
+    }
+    printf("\n");
+}
+
+int printEGLConfigurations(EGLDisplay dpy) {
+    EGLint numConfig = 0;
+    EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig);
+    checkEglError("eglGetConfigs", returnVal);
+    if (!returnVal) {
+        return false;
+    }
+
+    printf("Number of EGL configuration: %d\n", numConfig);
+
+    EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig);
+    if (! configs) {
+        printf("Could not allocate configs.\n");
+        return false;
+    }
+
+    returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig);
+    checkEglError("eglGetConfigs", returnVal);
+    if (!returnVal) {
+        free(configs);
+        return false;
+    }
+
+    for(int i = 0; i < numConfig; i++) {
+        printf("Configuration %d\n", i);
+        printEGLConfiguration(dpy, configs[i]);
+    }
+
+    free(configs);
+    return true;
+}
+
+int main(int argc, char** argv) {
+    EGLBoolean returnValue;
+    EGLConfig myConfig = {0};
+
+    EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
+    EGLint s_configAttribs[] = {
+            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+            EGL_RED_SIZE, 8,
+            EGL_GREEN_SIZE, 8,
+            EGL_BLUE_SIZE, 8,
+            EGL_ALPHA_SIZE, 8,
+            EGL_NONE };
+    EGLint majorVersion;
+    EGLint minorVersion;
+    EGLContext context;
+    EGLSurface surface;
+    EGLint w, h;
+
+    EGLDisplay dpy;
+
+    checkEglError("<init>");
+    dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+    checkEglError("eglGetDisplay");
+    if (dpy == EGL_NO_DISPLAY) {
+        printf("eglGetDisplay returned EGL_NO_DISPLAY.\n");
+        return 0;
+    }
+
+    returnValue = eglInitialize(dpy, &majorVersion, &minorVersion);
+    checkEglError("eglInitialize", returnValue);
+    fprintf(stderr, "EGL version %d.%d\n", majorVersion, minorVersion);
+    if (returnValue != EGL_TRUE) {
+        printf("eglInitialize failed\n");
+        return 0;
+    }
+
+    if (!printEGLConfigurations(dpy)) {
+        printf("printEGLConfigurations failed\n");
+        return 0;
+    }
+
+    checkEglError("printEGLConfigurations");
+
+    EGLNativeWindowType window = android_createDisplaySurface();
+    EGLint numConfigs = -1, n = 0;
+    eglChooseConfig(dpy, s_configAttribs, 0, 0, &numConfigs);
+    if (numConfigs) {
+        EGLConfig* const configs = new EGLConfig[numConfigs];
+        eglChooseConfig(dpy, s_configAttribs, configs, numConfigs, &n);
+        myConfig = configs[0];
+        delete[] configs;
+    }
+
+    checkEglError("EGLUtils::selectConfigForNativeWindow");
+
+    printf("Chose this configuration:\n");
+    printEGLConfiguration(dpy, myConfig);
+
+    surface = eglCreateWindowSurface(dpy, myConfig, window, NULL);
+    checkEglError("eglCreateWindowSurface");
+    if (surface == EGL_NO_SURFACE) {
+        printf("gelCreateWindowSurface failed.\n");
+        return 0;
+    }
+
+    context = eglCreateContext(dpy, myConfig, EGL_NO_CONTEXT, context_attribs);
+    checkEglError("eglCreateContext");
+    if (context == EGL_NO_CONTEXT) {
+        printf("eglCreateContext failed\n");
+        return 0;
+    }
+    returnValue = eglMakeCurrent(dpy, surface, surface, context);
+    checkEglError("eglMakeCurrent", returnValue);
+    if (returnValue != EGL_TRUE) {
+        return 0;
+    }
+    eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
+    checkEglError("eglQuerySurface");
+    eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
+    checkEglError("eglQuerySurface");
+    GLint dim = w < h ? w : h;
+
+    fprintf(stderr, "Window dimensions: %d x %d\n", w, h);
+
+    printGLString("Version", GL_VERSION);
+    printGLString("Vendor", GL_VENDOR);
+    printGLString("Renderer", GL_RENDERER);
+    printGLString("Extensions", GL_EXTENSIONS);
+
+    if(!setupGraphics(w, h)) {
+        fprintf(stderr, "Could not set up graphics.\n");
+        return 0;
+    }
+
+    for (;;) {
+        renderFrame(w, h);
+        eglSwapBuffers(dpy, surface);
+        checkEglError("eglSwapBuffers");
+    }
+
+    return 0;
+}