128 lines
3.7 KiB
C++
128 lines
3.7 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_STRUCTURED_ALLOCATION_H
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#define ANDROID_STRUCTURED_ALLOCATION_H
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#include "rsType.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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class Program;
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class Allocation : public ObjectBase
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{
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// The graphics equilivent of malloc. The allocation contains a structure of elements.
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public:
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// By policy this allocation will hold a pointer to the type
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// but will not destroy it on destruction.
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Allocation(Context *rsc, const Type *);
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Allocation(Context *rsc, const Type *, void *bmp, void *callbackData, RsBitmapCallback_t callback);
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virtual ~Allocation();
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void setCpuWritable(bool);
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void setGpuWritable(bool);
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void setCpuReadable(bool);
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void setGpuReadable(bool);
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bool fixAllocation();
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void * getPtr() const {return mPtr;}
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const Type * getType() const {return mType.get();}
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void deferedUploadToTexture(const Context *rsc, bool genMipmap, uint32_t lodOffset);
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void uploadToTexture(const Context *rsc);
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uint32_t getTextureID() const {return mTextureID;}
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void deferedUploadToBufferObject(const Context *rsc);
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void uploadToBufferObject(const Context *rsc);
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uint32_t getBufferObjectID() const {return mBufferID;}
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void data(const void *data, uint32_t sizeBytes);
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void subData(uint32_t xoff, uint32_t count, const void *data, uint32_t sizeBytes);
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void subData(uint32_t xoff, uint32_t yoff,
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uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes);
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void subData(uint32_t xoff, uint32_t yoff, uint32_t zoff,
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uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes);
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void read(void *data);
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void enableGLVertexBuffers() const;
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void setupGLIndexBuffers() const;
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void addProgramToDirty(const Program *);
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void removeProgramToDirty(const Program *);
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virtual void dumpLOGV(const char *prefix) const;
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virtual void uploadCheck(const Context *rsc);
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protected:
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void sendDirty() const;
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ObjectBaseRef<const Type> mType;
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void * mPtr;
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Vector<const Program *> mToDirtyList;
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// Is we have a non-null user bitmap callback we do not own the bits and
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// instead call this function to free the memort when its time.
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RsBitmapCallback_t mUserBitmapCallback;
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void *mUserBitmapCallbackData;
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// Usage restrictions
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bool mCpuWrite;
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bool mCpuRead;
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bool mGpuWrite;
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bool mGpuRead;
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// more usage hint data from the application
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// which can be used by a driver to pick the best memory type.
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// Likely ignored for now
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float mReadWriteRatio;
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float mUpdateSize;
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// Is this a legal structure to be used as a texture source.
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// Initially this will require 1D or 2D and color data
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bool mIsTexture;
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bool mTextureGenMipmap;
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uint32_t mTextureLOD;
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uint32_t mTextureID;
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// Is this a legal structure to be used as a vertex source.
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// Initially this will require 1D and x(yzw). Additional per element data
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// is allowed.
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bool mIsVertexBuffer;
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uint32_t mBufferID;
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bool mUploadDefered;
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private:
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void init(Context *rsc, const Type *);
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};
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}
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}
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#endif
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