Refactored eglbringuptest to separate EGL and VG code
This allows for a more complex demo (e.g. one which includes
animated rendering) to be implemented simply by writing a new
class derived from CEglRendering, and modifying CWsApp::ConstructL
to create an instance of this new class.
[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