Code drop from //branches/cupcake/...@124589
diff --git a/opengl/tests/tritex/Android.mk b/opengl/tests/tritex/Android.mk
new file mode 100644
index 0000000..4edac4c
--- /dev/null
+++ b/opengl/tests/tritex/Android.mk
@@ -0,0 +1,16 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+	tritex.c
+
+LOCAL_SHARED_LIBRARIES := \
+	libcutils \
+    libGLES_CM \
+    libui
+
+LOCAL_MODULE:= test-opengl-tritex
+
+LOCAL_MODULE_TAGS := tests
+
+include $(BUILD_EXECUTABLE)
diff --git a/opengl/tests/tritex/tritex.c b/opengl/tests/tritex/tritex.c
new file mode 100644
index 0000000..8ebe7d4
--- /dev/null
+++ b/opengl/tests/tritex/tritex.c
@@ -0,0 +1,271 @@
+// Calls glDrawElements() the number of times specified by
+// ITERATIONS. Should draw a checkerboard on the screen after
+// a few seconds.
+//
+// Ported from a Java version by Google.
+
+#include <GLES/egl.h>

+#include <stdio.h>

+#include <stdlib.h>
+#include <math.h>
+

+EGLDisplay eglDisplay;

+EGLSurface eglSurface;

+EGLContext eglContext;

+GLuint texture;

+

+#define FIXED_ONE 0x10000
+#define ITERATIONS 50

+

+int init_gl_surface(void);

+void free_gl_surface(void);

+void init_scene(void);

+void render(int quads);

+void create_texture(void);
+int readTimer(void);

+
+static void gluLookAt(float eyeX, float eyeY, float eyeZ,
+        float centerX, float centerY, float centerZ, float upX, float upY,
+        float upZ)
+{
+    // See the OpenGL GLUT documentation for gluLookAt for a description
+    // of the algorithm. We implement it in a straightforward way:
+
+    float fx = centerX - eyeX;
+    float fy = centerY - eyeY;
+    float fz = centerZ - eyeZ;
+
+    // Normalize f
+    float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
+    fx *= rlf;
+    fy *= rlf;
+    fz *= rlf;
+
+    // Normalize up
+    float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
+    upX *= rlup;
+    upY *= rlup;
+    upZ *= rlup;
+
+    // compute s = f x up (x means "cross product")
+
+    float sx = fy * upZ - fz * upY;
+    float sy = fz * upX - fx * upZ;
+    float sz = fx * upY - fy * upX;
+
+    // compute u = s x f
+    float ux = sy * fz - sz * fy;
+    float uy = sz * fx - sx * fz;
+    float uz = sx * fy - sy * fx;
+
+    float m[16] ;
+    m[0] = sx;
+    m[1] = ux;
+    m[2] = -fx;
+    m[3] = 0.0f;
+
+    m[4] = sy;
+    m[5] = uy;
+    m[6] = -fy;
+    m[7] = 0.0f;
+
+    m[8] = sz;
+    m[9] = uz;
+    m[10] = -fz;
+    m[11] = 0.0f;
+
+    m[12] = 0.0f;
+    m[13] = 0.0f;
+    m[14] = 0.0f;
+    m[15] = 1.0f;
+
+    glMultMatrixf(m);
+    glTranslatef(-eyeX, -eyeY, -eyeZ);
+}
+

+int main(int argc, char **argv)

+{

+    int q;
+    int start, end;

+
+    printf("Initializing EGL...\n");
+

+    if(!init_gl_surface())

+    {

+        printf("GL initialisation failed - exiting\n");

+        return 0;

+    }

+

+    init_scene();

+

+    create_texture();

+

+    printf("Start test...\n");
+
+    render(argc==2 ? atoi(argv[1]) : ITERATIONS);

+

+    free_gl_surface();

+

+    return 0;

+}

+

+int init_gl_surface(void)

+{

+    EGLint numConfigs = 1;

+    EGLConfig myConfig = {0};

+    EGLint attrib[] =

+    {

+            EGL_DEPTH_SIZE,     16,

+            EGL_NONE

+    };

+

+    if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )

+    {

+        printf("eglGetDisplay failed\n");

+        return 0;

+    }

+

+    if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )

+    {

+        printf("eglInitialize failed\n");

+        return 0;

+    }

+

+    if ( eglChooseConfig(eglDisplay, attrib, &myConfig, 1, &numConfigs) != EGL_TRUE )

+    {

+        printf("eglChooseConfig failed\n");

+        return 0;

+    }

+

+    if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
+            android_createDisplaySurface(), 0)) == EGL_NO_SURFACE )

+    {

+        printf("eglCreateWindowSurface failed\n");

+        return 0;

+    }

+

+    if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )

+    {

+        printf("eglCreateContext failed\n");

+        return 0;

+    }

+

+    if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )

+    {

+        printf("eglMakeCurrent failed\n");

+        return 0;

+    }

+

+    return 1;

+}

+

+void free_gl_surface(void)

+{

+    if (eglDisplay != EGL_NO_DISPLAY)

+    {

+        eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,

+                EGL_NO_SURFACE, EGL_NO_CONTEXT );

+        eglDestroyContext( eglDisplay, eglContext );

+        eglDestroySurface( eglDisplay, eglSurface );

+        eglTerminate( eglDisplay );

+        eglDisplay = EGL_NO_DISPLAY;

+    }

+}

+

+void init_scene(void)

+{

+    glDisable(GL_DITHER);
+    glEnable(GL_CULL_FACE);
+
+    float ratio = 320.0f / 480.0f;
+    glViewport(0, 0, 320, 480);
+
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glFrustumf(-ratio, ratio, -1, 1, 1, 10);
+
+    glMatrixMode(GL_MODELVIEW);

+    glLoadIdentity();
+    gluLookAt(
+            0, 0, 3,  // eye
+            0, 0, 0,  // center
+            0, 1, 0); // up
+

+    glEnable(GL_TEXTURE_2D);

+    glEnableClientState(GL_VERTEX_ARRAY);

+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+}

+

+void create_texture(void)

+{

+    const unsigned int on = 0xff0000ff;
+    const unsigned int off = 0xffffffff;
+    const unsigned int pixels[] =
+    {
+            on, off, on, off, on, off, on, off,
+            off, on, off, on, off, on, off, on,
+            on, off, on, off, on, off, on, off,
+            off, on, off, on, off, on, off, on,
+            on, off, on, off, on, off, on, off,
+            off, on, off, on, off, on, off, on,
+            on, off, on, off, on, off, on, off,
+            off, on, off, on, off, on, off, on,
+    };

+    glGenTextures(1, &texture);

+    glBindTexture(GL_TEXTURE_2D, texture);

+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

+}

+

+void render(int quads)

+{

+    int i, j;

+

+    const GLfloat vertices[] = {

+            -1,  -1,  0,

+             1,  -1,  0,

+             1,   1,  0,

+            -1,   1,  0

+    };

+

+    const GLfixed texCoords[] = {

+            0,            0,

+            FIXED_ONE,    0,

+            FIXED_ONE,    FIXED_ONE,

+            0,            FIXED_ONE

+    };

+

+    const GLushort template[] = { 0, 1, 2,  0, 2, 3 };
+
+
+    GLushort* indices = (GLushort*)malloc(quads*sizeof(template));
+    for (i=0 ; i<quads ; i++)
+        memcpy(indices+(sizeof(template)/sizeof(indices[0]))*i, template, sizeof(template));
+

+    glVertexPointer(3, GL_FLOAT, 0, vertices);

+    glTexCoordPointer(2, GL_FIXED, 0, texCoords);
+
+    // make sure to do a couple eglSwapBuffers to make sure there are
+    // no problems with the very first ones (who knows)
+    glClearColor(0.4, 0.4, 0.4, 0.4);
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(eglDisplay, eglSurface);
+    glClearColor(0.6, 0.6, 0.6, 0.6);
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(eglDisplay, eglSurface);
+    glClearColor(1.0, 1.0, 1.0, 1.0);
+
+    for (j=0 ; j<10 ; j++) {
+        printf("loop %d / 10 (%d quads / loop)\n", j, quads);
+
+        int nelem = sizeof(template)/sizeof(template[0]);
+        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+        glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
+        eglSwapBuffers(eglDisplay, eglSurface);
+    }
+
+    free(indices);

+}

+