Move RenderScript from graphics/ to new fw/base subdirectory rs.
Change-Id: I30b6633578f063840e1bdbcc9ba513b727912a6d
This commit is contained in:
99
rs/java/android/renderscript/ProgramFragment.java
Normal file
99
rs/java/android/renderscript/ProgramFragment.java
Normal file
@@ -0,0 +1,99 @@
|
||||
/*
|
||||
* Copyright (C) 2008 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.
|
||||
*/
|
||||
|
||||
package android.renderscript;
|
||||
|
||||
|
||||
import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* <p>The RenderScript fragment program, also known as fragment shader is responsible
|
||||
* for manipulating pixel data in a user defined way. It's constructed from a GLSL
|
||||
* shader string containing the program body, textures inputs, and a Type object
|
||||
* that describes the constants used by the program. Similar to the vertex programs,
|
||||
* when an allocation with constant input values is bound to the shader, its values
|
||||
* are sent to the graphics program automatically.</p>
|
||||
* <p> The values inside the allocation are not explicitly tracked. If they change between two draw
|
||||
* calls using the same program object, the runtime needs to be notified of that
|
||||
* change by calling rsgAllocationSyncAll so it could send the new values to hardware.
|
||||
* Communication between the vertex and fragment programs is handled internally in the
|
||||
* GLSL code. For example, if the fragment program is expecting a varying input called
|
||||
* varTex0, the GLSL code inside the program vertex must provide it.
|
||||
* </p>
|
||||
*
|
||||
**/
|
||||
public class ProgramFragment extends Program {
|
||||
ProgramFragment(long id, RenderScript rs) {
|
||||
super(id, rs);
|
||||
}
|
||||
|
||||
/**
|
||||
* @deprecated in API 16
|
||||
*/
|
||||
public static class Builder extends BaseProgramBuilder {
|
||||
/**
|
||||
* @deprecated in API 16
|
||||
* Create a builder object.
|
||||
*
|
||||
* @param rs Context to which the program will belong.
|
||||
*/
|
||||
public Builder(RenderScript rs) {
|
||||
super(rs);
|
||||
}
|
||||
|
||||
/**
|
||||
* @deprecated in API 16
|
||||
* Creates ProgramFragment from the current state of the builder
|
||||
*
|
||||
* @return ProgramFragment
|
||||
*/
|
||||
public ProgramFragment create() {
|
||||
mRS.validate();
|
||||
int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
|
||||
String[] texNames = new String[mTextureCount];
|
||||
int idx = 0;
|
||||
|
||||
for (int i=0; i < mInputCount; i++) {
|
||||
tmp[idx++] = ProgramParam.INPUT.mID;
|
||||
tmp[idx++] = (int)mInputs[i].getID(mRS);
|
||||
}
|
||||
for (int i=0; i < mOutputCount; i++) {
|
||||
tmp[idx++] = ProgramParam.OUTPUT.mID;
|
||||
tmp[idx++] = (int)mOutputs[i].getID(mRS);
|
||||
}
|
||||
for (int i=0; i < mConstantCount; i++) {
|
||||
tmp[idx++] = ProgramParam.CONSTANT.mID;
|
||||
tmp[idx++] = (int)mConstants[i].getID(mRS);
|
||||
}
|
||||
for (int i=0; i < mTextureCount; i++) {
|
||||
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
|
||||
tmp[idx++] = (int)mTextureTypes[i].mID;
|
||||
texNames[i] = mTextureNames[i];
|
||||
}
|
||||
|
||||
long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
|
||||
ProgramFragment pf = new ProgramFragment(id, mRS);
|
||||
initProgram(pf);
|
||||
return pf;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user