Revise some of the compositor performance improvements to improve correctness.
Implement pixel blending using a variation of Jim Blinn's no-division blending algorithm.
Move transparency type simplification further up the composition code.
Remove some unnecessary fields.
Output to YUV implementation needs revision as it is actually converting from YUV (copy of source conversion code).
// Copyright (c) 2008-2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
//
/**
@file
@test
@internalComponent - Internal Symbian test code
*/
#ifndef __TSPRITEPERF_H__
#define __TSPRITEPERF_H__
#include "te_graphicsperformanceSuiteStepBase.h"
#include <w32std.h>
#include <w32adll.h>
#include "tspriteanimdll.h"
#define TEST_BITMAP_NAME _L("z:\\system\\data\\test.mbm")
class CTSpritePerf : public CTe_graphicsperformanceSuiteStepBase
{
public:
CTSpritePerf();
~CTSpritePerf();
enum TConstants
{ENumWins = 5,};
private:
void SpriteAnimTestL(const TDesC& aTestName, TBool aOverWholeScreen, TBool aTransparentMask);
void SpriteAnimOverWholeScreenL();
void SpriteAnimUnderTranslucentWindowsL();
void SpriteAnimWithSemitransparentMaskOverWholeScreenL();
void SpriteAnimWithSemitransparentMaskUnderTranslucentWindowsL();
void FloatingSpriteTestL(const TDesC& aTestName, TBool aIsOpaqueSprite, TBool aOverlapUpdateArea);
void OpaqueFloatingSpriteNonOverlapUpdateAreaL();
void SemitransparentFloatingSpriteNonOverlapUpdateAreaL();
void OpaqueFloatingSpriteOverlapUpdateAreaL();
void SemitransparentFloatingSpriteOverlapUpdateAreaL();
// From CTestStep
TVerdict doTestStepPreambleL();
TVerdict doTestStepPostambleL();
TVerdict doTestStepL();
void SetUpWindowEnvironmentL(RAnimDll* aAnimDll);
void ConstructArrayOfWindowsL(TBool aUseTransparency);
void ReleaseWindowsAndEnvironment();
RWsSession iWs;
CWsScreenDevice* iWsScreenDev;
RWindowGroup* iWinGroup;
RWindow* iWins[ENumWins];
TRgb iBackColour[ENumWins];
};
_LIT(KTSpritePerfName,"tspriteperf");
#endif