This library can be used to create animated 3D User Interfaces. This library is currently under heavy development, so it's not part of the build by default. In order to build this library, you must define BUILD_RENDERSCRIPT=true in your build environment. You will also have to manually edit build/core/prelink-linux-arm.map And add libRS and libRS_jni at the end like this (exact address may change.) libRS.so 0x9A100000 libRS_jni.so 0x9A000000
97 lines
2.7 KiB
C++
97 lines
2.7 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_STRUCTURED_ALLOCATION_H
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#define ANDROID_STRUCTURED_ALLOCATION_H
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#include "rsType.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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class Allocation : public ObjectBase
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{
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// The graphics equilivent of malloc. The allocation contains a structure of elements.
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public:
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// By policy this allocation will hold a pointer to the type
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// but will not destroy it on destruction.
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Allocation(const Type *);
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virtual ~Allocation();
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void setCpuWritable(bool);
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void setGpuWritable(bool);
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void setCpuReadable(bool);
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void setGpuReadable(bool);
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bool fixAllocation();
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void * getPtr() const {return mPtr;}
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const Type * getType() const {return mType.get();}
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void uploadToTexture(uint32_t lodOffset = 0);
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uint32_t getTextureID() const {return mTextureID;}
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void uploadToBufferObject();
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uint32_t getBufferObjectID() const {return mBufferID;}
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void data(const void *data);
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void subData(uint32_t xoff, uint32_t count, const void *data);
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void subData(uint32_t xoff, uint32_t yoff,
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uint32_t w, uint32_t h, const void *data);
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void subData(uint32_t xoff, uint32_t yoff, uint32_t zoff,
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uint32_t w, uint32_t h, uint32_t d, const void *data);
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protected:
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ObjectBaseRef<const Type> mType;
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void * mPtr;
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// Usage restrictions
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bool mCpuWrite;
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bool mCpuRead;
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bool mGpuWrite;
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bool mGpuRead;
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// more usage hint data from the application
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// which can be used by a driver to pick the best memory type.
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// Likely ignored for now
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float mReadWriteRatio;
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float mUpdateSize;
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// Is this a legal structure to be used as a texture source.
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// Initially this will require 1D or 2D and color data
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bool mIsTexture;
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uint32_t mTextureID;
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// Is this a legal structure to be used as a vertex source.
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// Initially this will require 1D and x(yzw). Additional per element data
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// is allowed.
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bool mIsVertexBuffer;
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uint32_t mBufferID;
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};
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}
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}
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#endif
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