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      1 /*
      2  * Copyright (C) 2011 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #ifndef ANDROID_RSD_MESH_OBJ_H
     18 #define ANDROID_RSD_MESH_OBJ_H
     19 
     20 // ---------------------------------------------------------------------------
     21 namespace android {
     22 namespace renderscript {
     23 
     24     class Context;
     25     class Mesh;
     26     class Element;
     27 
     28 }
     29 }
     30 
     31 #include "driver/rsdVertexArray.h"
     32 
     33 // An element is a group of Components that occupies one cell in a structure.
     34 class RsdMeshObj {
     35 public:
     36     RsdMeshObj(const android::renderscript::Context *,
     37             const android::renderscript::Mesh *);
     38     ~RsdMeshObj();
     39 
     40     void renderPrimitiveRange(const android::renderscript::Context *,
     41                               uint32_t primIndex, uint32_t start, uint32_t len) const;
     42 
     43     bool init(const android::renderscript::Context *rsc);
     44 
     45 protected:
     46     const android::renderscript::Mesh *mRSMesh;
     47 
     48     uint32_t *mGLPrimitives;
     49     void updateGLPrimitives(const android::renderscript::Context *rsc);
     50 
     51     bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx);
     52     // Attribues that allow us to map to GL
     53     RsdVertexArray::Attrib *mAttribs;
     54     // This allows us to figure out which allocation the attribute
     55     // belongs to. In the event the allocation is uploaded to GL
     56     // buffer, it lets us properly map it
     57     uint32_t *mAttribAllocationIndex;
     58     uint32_t mAttribCount;
     59 };
     60 
     61 #endif //ANDROID_RSD_MESH_OBJ_H
     62 
     63 
     64 
     65