[ImageSourceFormats]
NumFormats = 5
Format0 = EUidPixelFormatRGB_565
Format1 = EUidPixelFormatXRGB_8888
Format2 = EUidPixelFormatARGB_8888
Format3 = EUidPixelFormatARGB_8888_PRE
Format4 = EUidPixelFormatA_8
[WindowSurfaceFormats]
NumFormats = 2
Format0 = VG_sARGB_8888
Format1 = VG_sARGB_8888_PRE
[PBufferSurfaceFormats]
NumFormats = 3
Format0 = VG_sXRGB_8888
Format1 = VG_sARGB_8888
Format2 = VG_sARGB_8888_PRE
[PixmapSgSurfaceFormats]
NumFormats = 3
Format0 = VG_sRGB_565
Format1 = VG_sXRGB_8888
Format2 = VG_sARGB_8888_PRE
[PixmapFbsSurfaceFormats]
NumFormats = 3
Format0 = VG_sRGB_565
Format1 = VG_sXRGB_8888
Format2 = VG_sARGB_8888_PRE
[SyncObject]
Threshold=500000
DelaySignalling=2500000
WaitSyncTimeout=5000000
LongDelaySignalling=7500000
NumIterations=1000
[Benchmark]
NumIterations = 300 // Needs to be set with care. Making this value greater may cause an allocation failure.
// On the emulator, it fails to create SgImage at some point.
// Hardware will have their own limitations which also need to be considered.
ImageWidth = 50 // width of RSgImage
ImageHeight = 50 // height of RSgImage
NumFormats = 1
Format0 = EUidPixelFormatARGB_8888_PRE
[OOM]
NumIterations = 5
ImageWidth = 200 // width of RSgImage
ImageHeight = 200 // height of RSgImage
// Width and height need to be set with care. Making these values too small may result
// in the test taking a very long time to reach an out of memory situation.
// Different hardware platforms will have different memory limitations
ThresholdGPUUsedMemory = 5 //Deviation in percentage between max and min of GPU memory
//retrieved at the end of each attempt through NOK_resource_profiling2 egl extension inteface
ThresholdLastIteration = 5 //Deviation in percentage between max and min of successful iteration number
//retrieved at the end of each attempt
[SwapBuffers]
WindowWidth=200
WindowHeight=200