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/*
* 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(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);
void subData(uint32_t xoff, uint32_t count, const void *data);
void subData(uint32_t xoff, uint32_t yoff,
uint32_t w, uint32_t h, const void *data);
void subData(uint32_t xoff, uint32_t yoff, uint32_t zoff,
uint32_t w, uint32_t h, uint32_t d, const void *data);
protected:
ObjectBaseRef<const Type> 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