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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 Program;
class Allocation : public ObjectBase {
// The graphics equilivent of malloc. The allocation contains a structure of elements.
public:
struct Hal {
void * drv;
struct State {
ObjectBaseRef<const Type> type;
void * mallocPtr;
uint32_t usageFlags;
RsAllocationMipmapControl mipmapControl;
// Cached fields from the Type and Element
// to prevent pointer chasing in critical loops.
uint32_t dimensionX;
uint32_t dimensionY;
uint32_t dimensionZ;
uint32_t elementSizeBytes;
bool hasMipmaps;
bool hasFaces;
bool hasReferences;
};
State state;
};
Hal mHal;
Allocation(Context *rsc, const Type *, uint32_t usages,
RsAllocationMipmapControl mc = RS_ALLOCATION_MIPMAP_NONE);
virtual ~Allocation();
void updateCache();
void setCpuWritable(bool);
void setGpuWritable(bool);
void setCpuReadable(bool);
void setGpuReadable(bool);
bool fixAllocation();
void * getPtr() const {return mHal.state.mallocPtr;}
const Type * getType() const {return mHal.state.type.get();}
void syncAll(Context *rsc, RsAllocationUsageType src);
void deferredUploadToTexture(const Context *rsc);
void uploadToTexture(const Context *rsc);
uint32_t getTextureID() const {return mTextureID;}
void deferredAllocateRenderTarget(const Context *rsc);
void allocateRenderTarget(const Context *rsc);
uint32_t getRenderTargetID() const {return mRenderTargetID;}
uint32_t getGLTarget() const;
void deferredUploadToBufferObject(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 (mHal.state.usageFlags & RS_ALLOCATION_USAGE_SCRIPT) != 0;
}
bool getIsTexture() const {
return (mHal.state.usageFlags & RS_ALLOCATION_USAGE_GRAPHICS_TEXTURE) != 0;
}
bool getIsRenderTarget() const {
return (mHal.state.usageFlags & RS_ALLOCATION_USAGE_GRAPHICS_RENDER_TARGET) != 0;
}
bool getIsBufferObject() const {
return (mHal.state.usageFlags & 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 mHal.state.mipmapControl != RS_ALLOCATION_MIPMAP_NONE;
}
protected:
Vector<const Program *> 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;
// 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;
// Is this a legal structure to be used as an FBO render target
uint32_t mRenderTargetID;
bool mUploadDeferred;
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