rsAllocation.h revision cf4c7c9b2f513be77a5b9853319ca82ac2b128ed
1/*
2 * Copyright (C) 2009 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef ANDROID_STRUCTURED_ALLOCATION_H
18#define ANDROID_STRUCTURED_ALLOCATION_H
19
20#include "rsType.h"
21
22// ---------------------------------------------------------------------------
23namespace android {
24namespace renderscript {
25
26class Program;
27
28class Allocation : public ObjectBase
29{
30    // The graphics equilivent of malloc.  The allocation contains a structure of elements.
31
32
33public:
34    // By policy this allocation will hold a pointer to the type
35    // but will not destroy it on destruction.
36    Allocation(Context *rsc, const Type *);
37    virtual ~Allocation();
38
39    void setCpuWritable(bool);
40    void setGpuWritable(bool);
41    void setCpuReadable(bool);
42    void setGpuReadable(bool);
43
44    bool fixAllocation();
45
46    void * getPtr() const {return mPtr;}
47    const Type * getType() const {return mType.get();}
48
49    void deferedUploadToTexture(const Context *rsc, uint32_t lodOffset);
50    void uploadToTexture(const Context *rsc);
51    uint32_t getTextureID() const {return mTextureID;}
52
53    void deferedUploadToBufferObject(const Context *rsc);
54    void uploadToBufferObject(const Context *rsc);
55    uint32_t getBufferObjectID() const {return mBufferID;}
56
57
58    void data(const void *data, uint32_t sizeBytes);
59    void subData(uint32_t xoff, uint32_t count, const void *data, uint32_t sizeBytes);
60    void subData(uint32_t xoff, uint32_t yoff,
61                 uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes);
62    void subData(uint32_t xoff, uint32_t yoff, uint32_t zoff,
63                 uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes);
64
65    void read(void *data);
66
67    void enableGLVertexBuffers() const;
68    void setupGLIndexBuffers() const;
69
70    void addProgramToDirty(const Program *);
71    void removeProgramToDirty(const Program *);
72
73    virtual void dumpLOGV(const char *prefix) const;
74
75    virtual void uploadCheck(const Context *rsc);
76
77protected:
78    void sendDirty() const;
79
80    ObjectBaseRef<const Type> mType;
81    void * mPtr;
82
83    Vector<const Program *> mToDirtyList;
84
85    // Usage restrictions
86    bool mCpuWrite;
87    bool mCpuRead;
88    bool mGpuWrite;
89    bool mGpuRead;
90
91    // more usage hint data from the application
92    // which can be used by a driver to pick the best memory type.
93    // Likely ignored for now
94    float mReadWriteRatio;
95    float mUpdateSize;
96
97
98    // Is this a legal structure to be used as a texture source.
99    // Initially this will require 1D or 2D and color data
100    bool mIsTexture;
101    uint32_t mTextureLOD;
102    uint32_t mTextureID;
103
104    // Is this a legal structure to be used as a vertex source.
105    // Initially this will require 1D and x(yzw).  Additional per element data
106    // is allowed.
107    bool mIsVertexBuffer;
108    uint32_t mBufferID;
109
110    bool mUploadDefered;
111};
112
113}
114}
115#endif
116
117