Files
frameworks_base/libs/rs/rsAllocation.h
Jason Sams 0b9bbb6dc5 DO NOT MERGE. Merge Froyo renderscript to Eclair to support live wallpapers on droid. This gives the necessary CPU reduction to allow the wallpapers to work on the slower CPU.
Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.cpp
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgram.cpp
	modified:   libs/rs/rsProgram.h

Delete the old rollo sample which is obsolete.

Fix film init

Begin gl2 support.  Renderscript still uses GL1.1 by default.  However, 2.0 can be enabled and will render most tests correctly.

Fix film

Beging GL2 user shaders.  Switch master to using GL2 by default.

Implement RS tracked defered texture and buffer object uploads.

 Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgramFragment.cpp
	modified:   libs/rs/rsSimpleMesh.cpp

Remove check for surface valid that is no longer valid.

Continue development of es2.0 user shader support for renderscript.  This change cleans up ProgramVertex creation and adds support for passing input, output, and constant type info.

Continue es2 shader dev

Conflicts:

	graphics/java/android/renderscript/Program.java
	graphics/java/android/renderscript/ProgramVertex.java

Place shader logging behind prop to declutter logs.

Fix emulated glColor in es2 mode.

Fix live wallpaper many.  Z coordinate was being ignored for draw quad call.

Add argument checking to sampler builder to disallow illegal modes.

Move texture bindings to base program object.  Change ProgramFragment creation to require a texture format in 1.0 mode.

Element restructuring.  Add support for new basic Element types including the RS objects and vectors(2-4).  In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.

This will break some apps, checkings for other projects will follow to unbreak them.

Disable excessive RS logging.

Add RS support for generic attribs as input to vertex programs.

More complete support for named attribs.  Adds user typed attribs as available to programVertex.  Non user attribs are not treated like user for GL2 for simplicity.

Support npot on es 2.0 HW.

Change user attribs to look for empty slot rather than using them in order.  Prevents conflict with numbered legacy slots.

Fix npot but where mipmap level sizes were rounding in the wrong direction.  Should always be floor.

Implement type generation for user uniforms in vertex shader.

Remove excessive logging, fix error in GLSL uniform generation.

Fix RS mipmap generation for 8 bit alpha textures.

Cleanup seperation of Legacy and user attribs.  All user programs now use the new names.  Legacy vertex attribs are given default names.

Fix some minor bugs with GL state setup that were exposed by Droids driver.

Implement drawSpriteCropped on es2.0
2010-02-11 18:16:21 -08:00

117 lines
3.3 KiB
C++

/*
* 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:
// 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 deferedUploadToTexture(const Context *rsc, uint32_t lodOffset);
void uploadToTexture(const Context *rsc);
uint32_t getTextureID() const {return mTextureID;}
void deferedUploadToBufferObject(const Context *rsc);
void uploadToBufferObject(const Context *rsc);
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;
void addProgramToDirty(const Program *);
void removeProgramToDirty(const Program *);
virtual void dumpLOGV(const char *prefix) const;
virtual void uploadCheck(const Context *rsc);
protected:
void sendDirty() const;
ObjectBaseRef<const Type> mType;
void * mPtr;
Vector<const Program *> mToDirtyList;
// 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 mTextureLOD;
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;
bool mUploadDefered;
};
}
}
#endif