Switched all native code to go through Mesh class. Removed SimpleMesh Added java Mesh class Will need to port all existing code to use java Mesh, then remove java SimpleMesh. Change-Id: Idb9c03d0b06b4ef87db28dffcffa1881d39120e5
153 lines
3.6 KiB
C++
153 lines
3.6 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_RS_CONTEXT_HOST_STUB_H
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#define ANDROID_RS_CONTEXT_HOST_STUB_H
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#include "rsUtils.h"
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//#include "rsMutex.h"
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//#include "rsThreadIO.h"
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#include "rsType.h"
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#include "rsMatrix.h"
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#include "rsAllocation.h"
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#include "rsMesh.h"
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//#include "rsDevice.h"
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#include "rsScriptC.h"
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#include "rsAllocation.h"
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#include "rsAdapter.h"
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#include "rsSampler.h"
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#include "rsLight.h"
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#include "rsProgramFragment.h"
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#include "rsProgramStore.h"
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#include "rsProgramRaster.h"
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#include "rsProgramVertex.h"
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#include "rsShaderCache.h"
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#include "rsVertexArray.h"
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//#include "rsgApiStructs.h"
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//#include "rsLocklessFifo.h"
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//#include <ui/egl/android_natives.h>
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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class Device;
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class Context
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{
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public:
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Context(Device *, bool isGraphics, bool useDepth) {
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mObjHead = NULL;
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}
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~Context() {
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}
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//StructuredAllocationContext mStateAllocation;
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ElementState mStateElement;
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TypeState mStateType;
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SamplerState mStateSampler;
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//ProgramFragmentState mStateFragment;
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ProgramStoreState mStateFragmentStore;
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//ProgramRasterState mStateRaster;
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//ProgramVertexState mStateVertex;
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LightState mStateLight;
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VertexArrayState mStateVertexArray;
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//ScriptCState mScriptC;
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ShaderCache mShaderCache;
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//bool setupCheck();
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bool checkDriver() const {return false;}
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ProgramFragment * getDefaultProgramFragment() const {
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return NULL;
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}
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ProgramVertex * getDefaultProgramVertex() const {
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return NULL;
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}
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ProgramStore * getDefaultProgramStore() const {
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return NULL;
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}
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ProgramRaster * getDefaultProgramRaster() const {
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return NULL;
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}
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uint32_t getWidth() const {return 0;}
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uint32_t getHeight() const {return 0;}
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// Timers
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enum Timers {
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RS_TIMER_IDLE,
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RS_TIMER_INTERNAL,
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RS_TIMER_SCRIPT,
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RS_TIMER_CLEAR_SWAP,
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_RS_TIMER_TOTAL
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};
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bool checkVersion1_1() const {return false; }
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bool checkVersion2_0() const {return false; }
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struct {
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bool mLogTimes;
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bool mLogScripts;
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bool mLogObjects;
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bool mLogShaders;
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} props;
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void dumpDebug() const { }
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void checkError(const char *) const { };
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void setError(RsError e, const char *msg = NULL) { }
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mutable const ObjectBase * mObjHead;
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bool ext_OES_texture_npot() const {return mGL.OES_texture_npot;}
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protected:
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struct {
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const uint8_t * mVendor;
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const uint8_t * mRenderer;
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const uint8_t * mVersion;
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const uint8_t * mExtensions;
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uint32_t mMajorVersion;
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uint32_t mMinorVersion;
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int32_t mMaxVaryingVectors;
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int32_t mMaxTextureImageUnits;
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int32_t mMaxFragmentTextureImageUnits;
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int32_t mMaxFragmentUniformVectors;
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int32_t mMaxVertexAttribs;
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int32_t mMaxVertexUniformVectors;
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int32_t mMaxVertexTextureUnits;
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bool OES_texture_npot;
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} mGL;
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};
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}
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}
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#endif
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