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authorAlex Sakhartchouk <alexst@google.com>2011-04-29 16:49:08 -0700
committerAlex Sakhartchouk <alexst@google.com>2011-04-29 16:49:08 -0700
commita04e30dbb5ab11592b03666bb3d102070759c58e (patch)
tree7db6cf06de3d034d8bc8b8f7f7e4a2ed212556e4 /rsMesh.h
parent609201dadcf408cf6246f48a752b8ffbb49d41c3 (diff)
downloadrs-a04e30dbb5ab11592b03666bb3d102070759c58e.tar.gz
Moving renderscript GL code into the HAL
This change affects - shaders - meshes - fonts - quad rendering Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
Diffstat (limited to 'rsMesh.h')
-rw-r--r--rsMesh.h64
1 files changed, 36 insertions, 28 deletions
diff --git a/rsMesh.h b/rsMesh.h
index 3e080e2a..1e279f4d 100644
--- a/rsMesh.h
+++ b/rsMesh.h
@@ -1,5 +1,5 @@
/*
- * Copyright (C) 2009 The Android Open Source Project
+ * Copyright (C) 2011 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.
@@ -29,57 +29,65 @@ namespace renderscript {
class Mesh : public ObjectBase {
public:
Mesh(Context *);
+ Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);
~Mesh();
- // Contains vertex data
- // Position, normal, texcoord, etc could either be strided in one allocation
- // of provided separetely in multiple ones
- ObjectBaseRef<Allocation> *mVertexBuffers;
- uint32_t mVertexBufferCount;
-
// Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference
// If both are null, mPrimitive only would be used to render the mesh
- struct Primitive_t
- {
+ struct Primitive_t {
ObjectBaseRef<Allocation> mIndexBuffer;
-
RsPrimitive mPrimitive;
- uint32_t mGLPrimitive;
};
+ // compatibility to not break the build
+ ObjectBaseRef<Allocation> *mVertexBuffers;
+ uint32_t mVertexBufferCount;
Primitive_t ** mPrimitives;
uint32_t mPrimitivesCount;
+ // end compatibility
virtual void serialize(OStream *stream) const;
virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; }
static Mesh *createFromStream(Context *rsc, IStream *stream);
+ void init();
+
+ struct Hal {
+ mutable void *drv;
+
+ struct State {
+ // Contains vertex data
+ // Position, normal, texcoord, etc could either be strided in one allocation
+ // of provided separetely in multiple ones
+ ObjectBaseRef<Allocation> *vertexBuffers;
+ uint32_t vertexBuffersCount;
+
+ Primitive_t ** primitives;
+ uint32_t primitivesCount;
+ };
+ State state;
+ };
+ Hal mHal;
+
+ void setVertexBuffer(Allocation *vb, uint32_t index) {
+ mHal.state.vertexBuffers[index].set(vb);
+ }
+
+ void setPrimitive(Allocation *idx, RsPrimitive prim, uint32_t index) {
+ mHal.state.primitives[index]->mIndexBuffer.set(idx);
+ mHal.state.primitives[index]->mPrimitive = prim;
+ }
-#ifndef ANDROID_RS_SERIALIZE
void render(Context *) const;
void renderPrimitive(Context *, uint32_t primIndex) const;
void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
void uploadAll(Context *);
- void updateGLPrimitives();
-
-
// Bounding volumes
float mBBoxMin[3];
float mBBoxMax[3];
void computeBBox();
-
- void initVertexAttribs();
-
protected:
- bool isValidGLComponent(const Element *elem, uint32_t fieldIdx);
- // Attribues that allow us to map to GL
- VertexArray::Attrib *mAttribs;
- // This allows us to figure out which allocation the attribute
- // belongs to. In the event the allocation is uploaded to GL
- // buffer, it lets us properly map it
- uint32_t *mAttribAllocationIndex;
- uint32_t mAttribCount;
-#endif
+ bool mInitialized;
};
class MeshContext {
@@ -92,7 +100,7 @@ public:
}
}
-#endif //ANDROID_RS_TRIANGLE_MESH_H
+#endif //ANDROID_RS_MESH_H