本文整理汇总了C++中ObjectBaseRef类的典型用法代码示例。如果您正苦于以下问题:C++ ObjectBaseRef类的具体用法?C++ ObjectBaseRef怎么用?C++ ObjectBaseRef使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ObjectBaseRef类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Element
ObjectBaseRef<const Element> Element::createRef(Context *rsc, RsDataType dt, RsDataKind dk,
bool isNorm, uint32_t vecSize) {
ObjectBaseRef<const Element> returnRef;
// Look for an existing match.
ObjectBase::asyncLock();
for (uint32_t ct=0; ct < rsc->mStateElement.mElements.size(); ct++) {
const Element *ee = rsc->mStateElement.mElements[ct];
if (!ee->getFieldCount() &&
(ee->getComponent().getType() == dt) &&
(ee->getComponent().getKind() == dk) &&
(ee->getComponent().getIsNormalized() == isNorm) &&
(ee->getComponent().getVectorSize() == vecSize)) {
// Match
returnRef.set(ee);
ObjectBase::asyncUnlock();
return ee;
}
}
ObjectBase::asyncUnlock();
Element *e = new Element(rsc);
returnRef.set(e);
e->mComponent.set(dt, dk, isNorm, vecSize);
e->compute();
ObjectBase::asyncLock();
rsc->mStateElement.mElements.push(e);
ObjectBase::asyncUnlock();
return returnRef;
}
示例2: rsi_SamplerCreate
RsSampler rsi_SamplerCreate(Context * rsc,
RsSamplerValue magFilter,
RsSamplerValue minFilter,
RsSamplerValue wrapS,
RsSamplerValue wrapT,
RsSamplerValue wrapR,
float aniso) {
ObjectBaseRef<Sampler> s = Sampler::getSampler(rsc, magFilter, minFilter,
wrapS, wrapT, wrapR, aniso);
s->incUserRef();
return s.get();
}
示例3: init
void ProgramVertexState::init(Context *rsc) {
ObjectBaseRef<const Element> matrixElem = Element::createRef(rsc, RS_TYPE_MATRIX_4X4,
RS_KIND_USER, false, 1);
ObjectBaseRef<const Element> f2Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 2);
ObjectBaseRef<const Element> f3Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 3);
ObjectBaseRef<const Element> f4Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 4);
Element::Builder constBuilder;
constBuilder.add(matrixElem.get(), "MV", 1);
constBuilder.add(matrixElem.get(), "P", 1);
constBuilder.add(matrixElem.get(), "TexMatrix", 1);
constBuilder.add(matrixElem.get(), "MVP", 1);
ObjectBaseRef<const Element> constInput = constBuilder.create(rsc);
Element::Builder inputBuilder;
inputBuilder.add(f4Elem.get(), "position", 1);
inputBuilder.add(f4Elem.get(), "color", 1);
inputBuilder.add(f3Elem.get(), "normal", 1);
inputBuilder.add(f2Elem.get(), "texture0", 1);
ObjectBaseRef<const Element> attrElem = inputBuilder.create(rsc);
ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1, 0, 0, false, false);
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying vec4 varColor;\n");
shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
shaderString.append(" gl_PointSize = 1.0;\n");
shaderString.append(" varColor = ATTRIB_color;\n");
shaderString.append(" varTex0 = ATTRIB_texture0;\n");
shaderString.append("}\n");
uint32_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType.get();
tmp[2] = RS_PROGRAM_PARAM_INPUT;
tmp[3] = (uint32_t)attrElem.get();
ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
shaderString.length(), tmp, 4);
Allocation *alloc = Allocation::createAllocation(rsc, inputType.get(),
RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
pv->bindAllocation(rsc, alloc, 0);
mDefaultAlloc.set(alloc);
mDefault.set(pv);
updateSize(rsc);
}
示例4: decRefs
void Allocation::resize1D(Context *rsc, uint32_t dimX) {
uint32_t oldDimX = mHal.state.dimensionX;
if (dimX == oldDimX) {
return;
}
ObjectBaseRef<Type> t = mHal.state.type->cloneAndResize1D(rsc, dimX);
if (dimX < oldDimX) {
decRefs(getPtr(), oldDimX - dimX, dimX);
}
rsc->mHal.funcs.allocation.resize(rsc, this, t.get(), mHal.state.hasReferences);
setType(t.get());
updateCache();
}
示例5: main
void FontState::initRenderState() {
const char *shaderString = "varying vec2 varTex0;\n"
"void main() {\n"
" lowp vec4 col = UNI_Color;\n"
" col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n"
" col.a = pow(col.a, UNI_Gamma);\n"
" gl_FragColor = col;\n"
"}\n";
const char *textureNames[] = { "Tex0" };
const size_t textureNamesLengths[] = { 4 };
size_t numTextures = sizeof(textureNamesLengths)/sizeof(*textureNamesLengths);
ObjectBaseRef<const Element> colorElem = Element::createRef(mRSC, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 4);
ObjectBaseRef<const Element> gammaElem = Element::createRef(mRSC, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 1);
const char *ebn1[] = { "Color", "Gamma" };
const Element *ebe1[] = {colorElem.get(), gammaElem.get()};
ObjectBaseRef<const Element> constInput = Element::create(mRSC, 2, ebe1, ebn1);
ObjectBaseRef<Type> inputType = Type::getTypeRef(mRSC, constInput.get(), 1, 0, 0, false, false, 0);
uintptr_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uintptr_t)inputType.get();
tmp[2] = RS_PROGRAM_PARAM_TEXTURE_TYPE;
tmp[3] = RS_TEXTURE_2D;
mFontShaderFConstant.set(Allocation::createAllocation(mRSC, inputType.get(),
RS_ALLOCATION_USAGE_SCRIPT |
RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS));
ProgramFragment *pf = new ProgramFragment(mRSC, shaderString, strlen(shaderString),
textureNames, numTextures, textureNamesLengths,
tmp, 4);
mFontShaderF.set(pf);
mFontShaderF->bindAllocation(mRSC, mFontShaderFConstant.get(), 0);
mFontSampler.set(Sampler::getSampler(mRSC, RS_SAMPLER_NEAREST, RS_SAMPLER_NEAREST,
RS_SAMPLER_CLAMP, RS_SAMPLER_CLAMP,
RS_SAMPLER_CLAMP).get());
mFontShaderF->bindSampler(mRSC, 0, mFontSampler.get());
mFontProgramStore.set(ProgramStore::getProgramStore(mRSC, true, true, true, true,
false, false,
RS_BLEND_SRC_SRC_ALPHA,
RS_BLEND_DST_ONE_MINUS_SRC_ALPHA,
RS_DEPTH_FUNC_ALWAYS).get());
mFontProgramStore->init();
}
示例6: shaderString
void ProgramFragmentState::init(Context *rsc) {
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying lowp vec4 varColor;\n");
shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" gl_FragColor = col;\n");
shaderString.append("}\n");
ObjectBaseRef<const Element> colorElem = Element::createRef(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
Element::Builder builder;
builder.add(colorElem.get(), "Color", 1);
ObjectBaseRef<const Element> constInput = builder.create(rsc);
ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1, 0, 0, false, false);
uint32_t tmp[2];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType.get();
Allocation *constAlloc = Allocation::createAllocation(rsc, inputType.get(),
RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
shaderString.length(), tmp, 2);
pf->bindAllocation(rsc, constAlloc, 0);
pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
mDefault.set(pf);
}
示例7: main
void ProgramFragmentState::init(Context *rsc) {
const char *shaderString =
RS_SHADER_INTERNAL
"varying lowp vec4 varColor;\n"
"varying vec2 varTex0;\n"
"void main() {\n"
" lowp vec4 col = UNI_Color;\n"
" gl_FragColor = col;\n"
"}\n";
ObjectBaseRef<const Element> colorElem = Element::createRef(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
const char *enames[] = { "Color" };
const Element *eins[] = {colorElem.get()};
ObjectBaseRef<const Element> constInput = Element::create(rsc, 1, eins, enames);
ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1);
uintptr_t tmp[2];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uintptr_t)inputType.get();
Allocation *constAlloc = Allocation::createAllocation(rsc, inputType.get(),
RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
ProgramFragment *pf = new ProgramFragment(rsc, shaderString, strlen(shaderString),
nullptr, 0, nullptr, tmp, 2);
pf->bindAllocation(rsc, constAlloc, 0);
pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
mDefault.set(pf);
}
示例8: new
ObjectBaseRef<Sampler> Sampler::getSampler(Context *rsc,
RsSamplerValue magFilter,
RsSamplerValue minFilter,
RsSamplerValue wrapS,
RsSamplerValue wrapT,
RsSamplerValue wrapR,
float aniso) {
ObjectBaseRef<Sampler> returnRef;
ObjectBase::asyncLock();
for (uint32_t ct = 0; ct < rsc->mStateSampler.mAllSamplers.size(); ct++) {
Sampler *existing = rsc->mStateSampler.mAllSamplers[ct];
if (existing->mHal.state.magFilter != magFilter) continue;
if (existing->mHal.state.minFilter != minFilter ) continue;
if (existing->mHal.state.wrapS != wrapS) continue;
if (existing->mHal.state.wrapT != wrapT) continue;
if (existing->mHal.state.wrapR != wrapR) continue;
if (existing->mHal.state.aniso != aniso) continue;
returnRef.set(existing);
ObjectBase::asyncUnlock();
return returnRef;
}
ObjectBase::asyncUnlock();
void* allocMem = rsc->mHal.funcs.allocRuntimeMem(sizeof(Sampler), 0);
if (!allocMem) {
rsc->setError(RS_ERROR_FATAL_DRIVER, "Couldn't allocate memory for Allocation");
return NULL;
}
Sampler *s = new (allocMem) Sampler(rsc, magFilter, minFilter, wrapS, wrapT, wrapR, aniso);
returnRef.set(s);
#ifdef RS_FIND_OFFSETS
ALOGE("pointer for sampler: %p", s);
ALOGE("pointer for sampler.drv: %p", &s->mHal.drv);
#endif
ObjectBase::asyncLock();
rsc->mStateSampler.mAllSamplers.push(s);
ObjectBase::asyncUnlock();
return returnRef;
}
示例9: ProgramRaster
ObjectBaseRef<ProgramRaster> ProgramRaster::getProgramRaster(Context *rsc,
bool pointSprite,
RsCullMode cull) {
ObjectBaseRef<ProgramRaster> returnRef;
ObjectBase::asyncLock();
for (uint32_t ct = 0; ct < rsc->mStateRaster.mRasterPrograms.size(); ct++) {
ProgramRaster *existing = rsc->mStateRaster.mRasterPrograms[ct];
if (existing->mHal.state.pointSprite != pointSprite) continue;
if (existing->mHal.state.cull != cull) continue;
returnRef.set(existing);
ObjectBase::asyncUnlock();
return returnRef;
}
ObjectBase::asyncUnlock();
ProgramRaster *pr = new ProgramRaster(rsc, pointSprite, cull);
returnRef.set(pr);
ObjectBase::asyncLock();
rsc->mStateRaster.mRasterPrograms.push(pr);
ObjectBase::asyncUnlock();
return returnRef;
}
示例10: initVertexArrayBuffers
// Avoid having to reallocate memory and render quad by quad
void FontState::initVertexArrayBuffers() {
// Now lets write index data
ObjectBaseRef<const Element> indexElem = Element::createRef(mRSC, RS_TYPE_UNSIGNED_16, RS_KIND_USER, false, 1);
ObjectBaseRef<Type> indexType = Type::getTypeRef(mRSC, indexElem.get(), mMaxNumberOfQuads * 6);
Allocation *indexAlloc = Allocation::createAllocation(mRSC, indexType.get(),
RS_ALLOCATION_USAGE_SCRIPT |
RS_ALLOCATION_USAGE_GRAPHICS_VERTEX);
uint16_t *indexPtr = (uint16_t*)mRSC->mHal.funcs.allocation.lock1D(mRSC, indexAlloc);
// Four verts, two triangles , six indices per quad
for (uint32_t i = 0; i < mMaxNumberOfQuads; i ++) {
int32_t i6 = i * 6;
int32_t i4 = i * 4;
indexPtr[i6 + 0] = i4 + 0;
indexPtr[i6 + 1] = i4 + 1;
indexPtr[i6 + 2] = i4 + 2;
indexPtr[i6 + 3] = i4 + 0;
indexPtr[i6 + 4] = i4 + 2;
indexPtr[i6 + 5] = i4 + 3;
}
indexAlloc->sendDirty(mRSC);
ObjectBaseRef<const Element> posElem = Element::createRef(mRSC, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
ObjectBaseRef<const Element> texElem = Element::createRef(mRSC, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
const char *ebn1[] = { "position", "texture0" };
const Element *ebe1[] = {posElem.get(), texElem.get()};
ObjectBaseRef<const Element> vertexDataElem = Element::create(mRSC, 2, ebe1, ebn1);
ObjectBaseRef<Type> vertexDataType = Type::getTypeRef(mRSC, vertexDataElem.get(), mMaxNumberOfQuads * 4);
Allocation *vertexAlloc = Allocation::createAllocation(mRSC, vertexDataType.get(),
RS_ALLOCATION_USAGE_SCRIPT);
mTextMeshPtr = (float*)mRSC->mHal.funcs.allocation.lock1D(mRSC, vertexAlloc);
mMesh.set(new Mesh(mRSC, 1, 1));
mMesh->setVertexBuffer(vertexAlloc, 0);
mMesh->setPrimitive(indexAlloc, RS_PRIMITIVE_TRIANGLE, 0);
mMesh->init();
mRSC->mHal.funcs.allocation.unlock1D(mRSC, indexAlloc);
mRSC->mHal.funcs.allocation.unlock1D(mRSC, vertexAlloc);
}
示例11: initTextTexture
void FontState::initTextTexture() {
ObjectBaseRef<const Element> alphaElem = Element::createRef(mRSC, RS_TYPE_UNSIGNED_8,
RS_KIND_PIXEL_A, true, 1);
// We will allocate a texture to initially hold 32 character bitmaps
mCacheHeight = 256;
mCacheWidth = 1024;
ObjectBaseRef<Type> texType = Type::getTypeRef(mRSC, alphaElem.get(), mCacheWidth, mCacheHeight);
mCacheBuffer = new uint8_t[mCacheWidth * mCacheHeight];
Allocation *cacheAlloc = Allocation::createAllocation(mRSC, texType.get(),
RS_ALLOCATION_USAGE_GRAPHICS_TEXTURE);
mTextTexture.set(cacheAlloc);
// Split up our cache texture into lines of certain widths
int32_t nextLine = 0;
mCacheLines.push(new CacheTextureLine(16, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(24, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(24, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(32, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(32, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(40, texType->getDimX(), nextLine, 0));
nextLine += mCacheLines.top()->mMaxHeight;
mCacheLines.push(new CacheTextureLine(texType->getDimY() - nextLine, texType->getDimX(), nextLine, 0));
}
示例12: init
void ProgramVertexState::init(Context *rsc) {
ObjectBaseRef<const Element> matrixElem = Element::createRef(rsc, RS_TYPE_MATRIX_4X4,
RS_KIND_USER, false, 1);
ObjectBaseRef<const Element> f2Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 2);
ObjectBaseRef<const Element> f3Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 3);
ObjectBaseRef<const Element> f4Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
RS_KIND_USER, false, 4);
const char *ebn1[] = { "MV", "P", "TexMatrix", "MVP" };
const Element *ebe1[] = {matrixElem.get(), matrixElem.get(),
matrixElem.get(), matrixElem.get()};
ObjectBaseRef<const Element> constInput = Element::create(rsc, 4, ebe1, ebn1);
const char *ebn2[] = { "position", "color", "normal", "texture0" };
const Element *ebe2[] = {f4Elem.get(), f4Elem.get(), f3Elem.get(), f2Elem.get()};
ObjectBaseRef<const Element> attrElem = Element::create(rsc, 4, ebe2, ebn2);
ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1, 0, 0, false, false, 0);
const char *shaderString =
RS_SHADER_INTERNAL
"varying vec4 varColor;\n"
"varying vec2 varTex0;\n"
"void main() {\n"
" gl_Position = UNI_MVP * ATTRIB_position;\n"
" gl_PointSize = 1.0;\n"
" varColor = ATTRIB_color;\n"
" varTex0 = ATTRIB_texture0;\n"
"}\n";
uintptr_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uintptr_t)inputType.get();
tmp[2] = RS_PROGRAM_PARAM_INPUT;
tmp[3] = (uintptr_t)attrElem.get();
ProgramVertex *pv = new ProgramVertex(rsc, shaderString, strlen(shaderString),
NULL, 0, NULL, tmp, 4);
Allocation *alloc = Allocation::createAllocation(rsc, inputType.get(),
RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
pv->bindAllocation(rsc, alloc, 0);
mDefaultAlloc.set(alloc);
mDefault.set(pv);
updateSize(rsc);
}
示例13: rsi_ProgramRasterCreate
RsProgramRaster rsi_ProgramRasterCreate(Context * rsc, bool pointSprite, RsCullMode cull) {
ObjectBaseRef<ProgramRaster> pr = ProgramRaster::getProgramRaster(rsc, pointSprite, cull);
pr->incUserRef();
return pr.get();
}