/* * Copyright (C) 2009 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_STRUCTURED_ALLOCATION_H #define ANDROID_STRUCTURED_ALLOCATION_H #include "rsType.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { class Program; class Allocation : public ObjectBase { // The graphics equilivent of malloc. The allocation contains a structure of elements. public: Allocation(Context *rsc, const Type *, uint32_t usages, RsAllocationMipmapControl mc = RS_ALLOCATION_MIPMAP_NONE); virtual ~Allocation(); void setCpuWritable(bool); void setGpuWritable(bool); void setCpuReadable(bool); void setGpuReadable(bool); bool fixAllocation(); void * getPtr() const {return mPtr;} const Type * getType() const {return mType.get();} void syncAll(Context *rsc, RsAllocationUsageType src); void deferedUploadToTexture(const Context *rsc); void uploadToTexture(const Context *rsc); uint32_t getTextureID() const {return mTextureID;} uint32_t getGLTarget() const; void deferedUploadToBufferObject(const Context *rsc); void uploadToBufferObject(const Context *rsc); uint32_t getBufferObjectID() const {return mBufferID;} void copyRange1D(Context *rsc, const Allocation *src, int32_t srcOff, int32_t destOff, int32_t len); void resize1D(Context *rsc, uint32_t dimX); void resize2D(Context *rsc, uint32_t dimX, uint32_t dimY); void data(Context *rsc, uint32_t xoff, uint32_t lod, uint32_t count, const void *data, uint32_t sizeBytes); void data(Context *rsc, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes); void data(Context *rsc, uint32_t xoff, uint32_t yoff, uint32_t zoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes); void elementData(Context *rsc, uint32_t x, const void *data, uint32_t elementOff, uint32_t sizeBytes); void elementData(Context *rsc, uint32_t x, uint32_t y, const void *data, uint32_t elementOff, uint32_t sizeBytes); void read(void *data); void enableGLVertexBuffers() const; void setupGLIndexBuffers() const; void addProgramToDirty(const Program *); void removeProgramToDirty(const Program *); virtual void dumpLOGV(const char *prefix) const; virtual void serialize(OStream *stream) const; virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_ALLOCATION; } static Allocation *createFromStream(Context *rsc, IStream *stream); virtual void uploadCheck(Context *rsc); bool getIsScript() const { return (mUsageFlags & RS_ALLOCATION_USAGE_SCRIPT) != 0; } bool getIsTexture() const { return (mUsageFlags & RS_ALLOCATION_USAGE_GRAPHICS_TEXTURE) != 0; } bool getIsBufferObject() const { return (mUsageFlags & RS_ALLOCATION_USAGE_GRAPHICS_VERTEX) != 0; } void incRefs(const void *ptr, size_t ct, size_t startOff = 0) const; void decRefs(const void *ptr, size_t ct, size_t startOff = 0) const; void sendDirty() const; bool getHasGraphicsMipmaps() const { return mMipmapControl != RS_ALLOCATION_MIPMAP_NONE; } protected: ObjectBaseRef mType; void * mPtr; Vector mToDirtyList; // Is we have a non-null user bitmap callback we do not own the bits and // instead call this function to free the memort when its time. RsBitmapCallback_t mUserBitmapCallback; void *mUserBitmapCallbackData; // Usage restrictions bool mCpuWrite; bool mCpuRead; bool mGpuWrite; bool mGpuRead; uint32_t mUsageFlags; RsAllocationMipmapControl mMipmapControl; // more usage hint data from the application // which can be used by a driver to pick the best memory type. // Likely ignored for now float mReadWriteRatio; float mUpdateSize; // Is this a legal structure to be used as a texture source. // Initially this will require 1D or 2D and color data uint32_t mTextureID; // Is this a legal structure to be used as a vertex source. // Initially this will require 1D and x(yzw). Additional per element data // is allowed. uint32_t mBufferID; bool mUploadDefered; private: void init(Context *rsc, const Type *); void upload2DTexture(bool isFirstUpload); void update2DTexture(const void *ptr, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h); void allocScriptMemory(); void freeScriptMemory(); }; } } #endif