/* * 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 Allocation : public ObjectBase { // The graphics equilivent of malloc. The allocation contains a structure of elements. public: // By policy this allocation will hold a pointer to the type // but will not destroy it on destruction. Allocation(Context *rsc, const Type *); 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 uploadToTexture(uint32_t lodOffset = 0); uint32_t getTextureID() const {return mTextureID;} void uploadToBufferObject(); uint32_t getBufferObjectID() const {return mBufferID;} void data(const void *data, uint32_t sizeBytes); void subData(uint32_t xoff, uint32_t count, const void *data, uint32_t sizeBytes); void subData(uint32_t xoff, uint32_t yoff, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes); void subData(uint32_t xoff, uint32_t yoff, uint32_t zoff, uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes); void read(void *data); void enableGLVertexBuffers() const; void setupGLIndexBuffers() const; protected: ObjectBaseRef mType; void * mPtr; // Usage restrictions bool mCpuWrite; bool mCpuRead; bool mGpuWrite; bool mGpuRead; // 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 bool mIsTexture; 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. bool mIsVertexBuffer; uint32_t mBufferID; }; } } #endif