diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index b8d95e2f107bc..ee4c48ecd8463 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -271,7 +271,8 @@
RenderScript exposes a set of compute APIs that you can use to do intensive computational operations.
- You can use the compute APIs in the context of a graphics RenderScript such as calculating the
- transformation of many geometric objects in a scene. You can also create a standalone compute RenderScript that does not
- draw anything to the screen such as bitmap image processing for a photo editor application.
- The RenderScript compute APIs are mainly defined in the rs_cl.rsh header
Compute RenderScripts are simpler to setup and implement as there is no graphics rendering involved.
- You can offload computational aspects of your application to RenderScript by creating a native RenderScript
- file (.rs) and using the generated reflected layer class to call functions in the .rs file.
+
Renderscript exposes a set of compute APIs that you can use to do intensive computational +operations. You can use the compute APIs in the context of a graphics Renderscript such as +calculating the positions of many objects in a scene. You can also create standalone compute +Renderscripts such as one that does image processing for a photo editor application.
-See the HelloCompute - sample in the Android SDK for more - information on how to create a simple compute RenderScript.
-- See the Balls - sample in the Android SDK for more - information on how to create a compute RenderScript that is used in a graphics RenderScript. - The compute RenderScript is contained in - balls_physics.rs. -
\ No newline at end of file +Compute Renderscripts scale to the amount of
+processing cores available on the device. This is enabled through a function named
+rsForEach() (or the forEach_root() method at the Android framework level).
+that automatically partitions work across available processing cores on the device.
+For now, compute Renderscripts can only take advantage of CPU
+cores, but in the future, they can potentially run on other types of processors such as GPUs and
+DSPs.
Implementing a compute Renderscript creating a .rs file that contains
+your Renderscript code and calling it at the Android framework level with the
+forEach_root() or at the Renderscript runtime level with the
+rsForEach() function. The following diagram describes how a typical compute
+Renderscript is set up:
+
+Figure 1. Compute Renderscript overview
+ +The following sections describe how to create a simple compute Renderscript and use it in an +Android application. This example uses the HelloCompute Renderscript +sample that is provided in the SDK as a guide (some code has been modified from its original +form for simplicity).
+ +Your Renderscript code resides in .rs and .rsh files in the
+<project_root>/src/ directory. This code contains the compute logic
+and declares all necessary variables and pointers.
+Every compute .rs file generally contains the following items:
#pragma rs java_package_name(package.name))
+ that declares the package name of the .java reflection of this Renderscript.#pragma version(1)) that declares the version of
+ Renderscript that you are using (1 is the only value for now).root() function that is the main worker function. The root function is
+ called by the rsForEach function, which allows the Renderscript code to be called and
+ executed on multiple cores if they are available. The root() function must return
+ void and accept the following arguments:
+
+ The following arguments are optional, but both must be supplied if you choose to use + them:
+ +init() function. This allows you to do any initialization
+ before the root() function runs, such as initializing variables. This
+ function runs once and is called automatically when the Renderscript starts, before anything
+ else in your Renderscript..rsh files if desired)The following code shows how the +mono.rs file is implemented:
+
+#pragma version(1)
+#pragma rs java_package_name(com.example.android.rs.hellocompute)
+
+//multipliers to convert a RGB colors to black and white
+const static float3 gMonoMult = {0.299f, 0.587f, 0.114f};
+
+void root(const uchar4 *v_in, uchar4 *v_out) {
+ //unpack a color to a float4
+ float4 f4 = rsUnpackColor8888(*v_in);
+ //take the dot product of the color and the multiplier
+ float3 mono = dot(f4.rgb, gMonoMult);
+ //repack the float to a color
+ *v_out = rsPackColorTo8888(mono);
+}
+
+
+You can do Renderscript to Renderscript calls with rsForEach in situations
+such as when a graphics Renderscript needs to do a lot of computational operations. The Renderscript
+Balls sample shows how
+this is setup. The balls.rs
+graphics Renderscript calls the balls_physics.rs
+compute Renderscript to calculate the location of the balls that are rendered to the screen.
Another way to use a compute Renderscript is to call it from your Android framework code by
+creating a Renderscript object by instantiating the (ScriptC_script_name)
+class. This class contains a method, forEach_root(), that lets you invoke
+rsForEach. You give it the same parameters that you would if you were invoking it
+at the Renderscript runtime level. This technique allows your Android application to offload
+intensive mathematical calculations to Renderscript. See the HelloCompute sample to see
+how a simple Android application can utilize a compute Renderscript.
To call a compute Renderscript at the Android framework level:
+ +ScriptC_script_name class.forEach_root(), passing in the allocations, the
+ Renderscript, and any optional user-defined data. The output allocation will contain the output
+ of the compute Renderscript.In the following example, taken from the HelloCompute sample, processes
+a bitmap and outputs a black and white version of it. The
+createScript() method carries out the steps described previously. This method the compute
+Renderscript, mono.rs, passing in memory allocations that store the bitmap to be processed
+as well as the eventual output bitmap. It then displays the processed bitmap onto the screen:
+package com.example.android.rs.hellocompute;
+
+import android.app.Activity;
+import android.os.Bundle;
+import android.graphics.BitmapFactory;
+import android.graphics.Bitmap;
+import android.renderscript.RenderScript;
+import android.renderscript.Allocation;
+import android.widget.ImageView;
+
+public class HelloCompute extends Activity {
+ private Bitmap mBitmapIn;
+ private Bitmap mBitmapOut;
+
+ private RenderScript mRS;
+ private Allocation mInAllocation;
+ private Allocation mOutAllocation;
+ private ScriptC_mono mScript;
+
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.main);
+
+ mBitmapIn = loadBitmap(R.drawable.data);
+ mBitmapOut = Bitmap.createBitmap(mBitmapIn.getWidth(), mBitmapIn.getHeight(),
+ mBitmapIn.getConfig());
+
+ ImageView in = (ImageView) findViewById(R.id.displayin);
+ in.setImageBitmap(mBitmapIn);
+
+ ImageView out = (ImageView) findViewById(R.id.displayout);
+ out.setImageBitmap(mBitmapOut);
+
+ createScript();
+ }
+ private void createScript() {
+ mRS = RenderScript.create(this);
+ mInAllocation = Allocation.createFromBitmap(mRS, mBitmapIn,
+ Allocation.MipmapControl.MIPMAP_NONE,
+ Allocation.USAGE_SCRIPT);
+ mOutAllocation = Allocation.createTyped(mRS, mInAllocation.getType());
+ mScript = new ScriptC_mono(mRS, getResources(), R.raw.mono);
+ mScript.forEach_root(mInAllocation, mOutAllocation);
+ mOutAllocation.copyTo(mBitmapOut);
+ }
+
+ private Bitmap loadBitmap(int resource) {
+ final BitmapFactory.Options options = new BitmapFactory.Options();
+ options.inPreferredConfig = Bitmap.Config.ARGB_8888;
+ return BitmapFactory.decodeResource(getResources(), resource, options);
+ }
+}
+
+
+To call a compute Renderscript from another Renderscript file:
+rsForEach(), passing in the allocations and any optional user-defined data.
+ The output allocation will contain the output of the compute Renderscript.The following example, taken from the Renderscript +Balls sample, demonstrates how to do make a script to script call:
++rs_script script; +rs_allocation in_allocation; +rs_allocation out_allocation; +UserData_t data; +... +rsForEach(script, in_allocation, out_allocation, &data, sizeof(data)); ++ +
In this example, assume that the script and memory allocations have already been
+allocated and bound at the Android framework level and that UserData_t is a struct
+declared previously. Passing a pointer to a struct and the size of the struct to rsForEach
+is optional, but useful if your compute Renderscript requires additional information other than
+the necessary memory allocations.
RenderScript provides a number of graphics APIs for 3D rendering, both at the Android - framework level as well as at the native level. For instance, the Android framework APIs let you +
Renderscript provides a number of graphics APIs for rendering, both at the Android + framework level as well as at the Renderscript runtime level. For instance, the Android framework APIs let you create meshes and define shaders to customize the graphical rendering pipeline. The native - RenderScript graphics APIs lets you draw the actual meshes to render your scene. In general, you - will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered - device.
+ Renderscript graphics APIs let you draw the actual meshes to render your scene. You need to + be familiar with both APIs to appropriately render graphics on an Android-powered device. -Because of the various layers of code when writing a RenderScript application, it is useful to - create the following files for a scene that you want to render:
+Renderscript applications require various layers of code, so it is useful to create the following + files to help keep your application organized:
-.rs file. This file contains the logic to do the
- graphics rendering..rs file.rs file. This class contains a RenderScript object(instance of
+ .java class.rs
+ file. This class contains a Renderscript object (instance of
ScriptC_renderscript_file), which allows your Android framework code to
- call the native RenderScript code. This class also creates the {@link
- android.renderscript.RenderScriptGL} context object, which contains the current rendering state
- of the RenderScript such as programs (vertex and fragment shaders, for example) that you want
- to define and bind to the graphics pipeline. The context object attaches to the RenderScript
- object (instance of ScriptC_renderscript_file) that does the rendering.
- Our example names this class HelloWorldRS..java class.java classThe following sections describe how to implement these three classes by using the HelloWorld - RenderScript sample that is provided in the SDK as a guide (some code has been modified from its - original form for simplicity).
+Figure 1 describes how these classes interact with one another in a graphics Renderscript:
+ +
+ Figure 1. Graphics Renderscript overview
-Your native RenderScript code resides in a .rs file in the
- <project_root>/src/ directory. You can also define .rsh header
- files. This code contains the logic to render your graphics and declares all necessary variables
+
The following sections describe how to create an application that uses a graphics Renderscript by using + the Renderscript Fountain + sample that is provided in the SDK as a guide (some code has been modified from its original + form for simplicity).
+ +Your Renderscript code resides in .rs and .rsh (headers) files in the
+ <project_root>/src/ directory. This code contains the logic to render your
+ graphics and declares all other necessary items such as variables, structs,
and pointers. Every graphics .rs file generally contains the following items:
#pragma rs java_package_name(package.name)) that declares
- the package name of the .java reflection of this RenderScript.#pragma rs java_package_name(package.name)) that declares
+ the package name of the .java reflection of this Renderscript.#pragma version(1)) that declares the version of RenderScript that
+ #pragma version(1)) that declares the version of Renderscript that
you are using (1 is the only value for now).#include of the rs_graphics.rsh header file.#include "rs_graphics.rsh" declaration.root() function. This is the main worker function for your RenderScript and
- calls RenderScript graphics APIs to draw meshes to the surface. This function is called every
- time a frame refresh occurs, which is specified as its return value. A 0 specified
- for the return value says to only render the frame when a property of the scene that you are
+ root() function. This is the main worker function for your Renderscript and
+ calls Renderscript graphics functions to render scenes. This function is called every time a
+ frame refresh occurs, which is specified as its return value. A 0 (zero) specified for
+ the return value says to only render the frame when a property of the scene that you are
rendering changes. A non-zero positive integer specifies the refresh rate of the frame in
milliseconds.
- Note: The RenderScript runtime makes its best effort to +
Note: The Renderscript runtime makes its best effort to refresh the frame at the specified rate. For example, if you are creating a live wallpaper - and set the return value to 50, the runtime renders the wallpaper at 20fps if it has just - enough or more resources to do so, and renders as fast as it can if it does not.
- -For more
- information on using the RenderScript graphics functions, see the
+
+ For more information on using the Renderscript graphics functions, see the Drawing section.
init() function. This allows you to do any initialization of your
- RenderScript before the root() function runs, such as initializing variables. This
- function runs once and is called automatically when the RenderScript starts, before anything
- else in your RenderScript. Creating this function is optional.init() function. This allows you to do initialization of your
+ Renderscript before the root() function runs, such as assigning values to variables. This
+ function runs once and is called automatically when the Renderscript starts, before anything
+ else in your Renderscript. Creating this function is optional..rsh files if desired)The following code shows how the helloworld.rs file is implemented:
The following code shows how the fountain.rs file is implemented:
#pragma version(1)
// Tell which java package name the reflected files should belong to
-#pragma rs java_package_name(com.android.rs.helloworld)
+#pragma rs java_package_name(com.example.android.rs.fountain)
-// Built-in header with graphics APIs
+//declare shader binding
+#pragma stateFragment(parent)
+
+// header with graphics APIs, must include explicitly
#include "rs_graphics.rsh"
-// gTouchX and gTouchY are variables that are reflected for use
-// by the Android framework API. This RenderScript uses them to be notified of touch events.
-int gTouchX;
-int gTouchY;
+static int newPart = 0;
-// This is invoked automatically when the script is created and initializes the variables
-// in the Android framework layer as well.
-void init() {
- gTouchX = 50.0f;
- gTouchY = 50.0f;
+// the mesh to render
+rs_mesh partMesh;
+
+// the point representing where a particle is rendered
+typedef struct __attribute__((packed, aligned(4))) Point {
+ float2 delta;
+ float2 position;
+ uchar4 color;
+} Point_t;
+Point_t *point;
+
+// main worker function that renders particles onto the screen
+int root() {
+ float dt = min(rsGetDt(), 0.1f);
+ rsgClearColor(0.f, 0.f, 0.f, 1.f);
+ const float height = rsgGetHeight();
+ const int size = rsAllocationGetDimX(rsGetAllocation(point));
+ float dy2 = dt * (10.f);
+ Point_t * p = point;
+ for (int ct=0; ct < size; ct++) {
+ p->delta.y += dy2;
+ p->position += p->delta;
+ if ((p->position.y > height) && (p->delta.y > 0)) {
+ p->delta.y *= -0.3f;
+ }
+ p++;
+ }
+
+ rsgDrawMesh(partMesh);
+ return 1;
}
-int root(int launchID) {
+// adds particles to the screen to render
+static float4 partColor[10];
+void addParticles(int rate, float x, float y, int index, bool newColor)
+{
+ if (newColor) {
+ partColor[index].x = rsRand(0.5f, 1.0f);
+ partColor[index].y = rsRand(1.0f);
+ partColor[index].z = rsRand(1.0f);
+ }
+ float rMax = ((float)rate) * 0.02f;
+ int size = rsAllocationGetDimX(rsGetAllocation(point));
+ uchar4 c = rsPackColorTo8888(partColor[index]);
- // Clear the background color
- rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- // Tell the runtime what the font color should be
- rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
- // Introuduce ourselves to the world by drawing a greeting
- // at the position user touched on the screen
- rsgDrawText("Hello World!", gTouchX, gTouchY);
-
- // Return value tells RS roughly how often to redraw
- // in this case 20 ms
- return 20;
+ Point_t * np = &point[newPart];
+ float2 p = {x, y};
+ while (rate--) {
+ float angle = rsRand(3.14f * 2.f);
+ float len = rsRand(rMax);
+ np->delta.x = len * sin(angle);
+ np->delta.y = len * cos(angle);
+ np->position = p;
+ np->color = c;
+ newPart++;
+ np++;
+ if (newPart >= size) {
+ newPart = 0;
+ np = &point[newPart];
+ }
+ }
}
- When you create a RenderScript (.rs) file, it is helpful to create a
- corresponding Android framework class that is an entry point into the .rs file. In
- this entry point class, you create a RenderScript object by instantiating a
- ScriptC_rs_filename and binding it to the RenderScript context. The
- RenderScript object is attached to the RenderScript bytecode, which is platform-independent and
- gets compiled on the device when the RenderScript application runs. Both the
- ScriptC_rs_filename class and bytecode is generated by the Android build
- tools and is packaged with the .apk file. The bytecode file is located in the
- <project_root>/res/raw/ directory and is named rs_filename.bc.
- You refer to the bytecode as a resource (R.raw.rs_filename). when creating
- the RenderScript object..
When you create a Renderscript (.rs) file, it is helpful to create a
+ corresponding Android framework class that is an entry point into the .rs file.
+ The most important thing this class does is receive a {@link android.renderscript.RenderScriptGL} rendering context
+ object from the view class and binds the actual Renderscript
+ code to the rendering context. This notifies your view class of the code that it needs
+ to render graphics.
+
You then bind the RenderScript object to the RenderScript context, so that the surface view
- knows what code to use to render graphics. The following code shows how the
- HelloWorldRS class is implemented:
In addition, this class should contain all of the things needed to set up Renderscript. + Some important things that you need to do in this class are:
+ +ScriptC_rs_filename. The Renderscript object is attached to the Renderscript bytecode, which is platform-independent and
+ gets compiled on the device when the Renderscript application runs. The bytecode is referenced
+ as a raw resource and is passed into the constructor for the Renderscript object.
+ For example, this is how the Fountain
+ sample creates the Renderscript object:
-package com.android.rs.helloworld; + RenderScriptGL rs; //obtained from the view class + Resources res; //obtained from the view class + ... + ScriptC_fountain mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain); ++
The following code shows how the + FountainRS class is implemented:
+
+package com.example.android.rs.fountain;
import android.content.res.Resources;
import android.renderscript.*;
+import android.util.Log;
-public class HelloWorldRS {
- //context and resources are obtained from RSSurfaceView, which calls init()
+public class FountainRS {
+ public static final int PART_COUNT = 50000;
+
+ public FountainRS() {
+ }
+
+ /**
+ * This provides us with the Renderscript context and resources
+ * that allow us to create the Renderscript object
+ */
private Resources mRes;
private RenderScriptGL mRS;
- //Declare the RenderScript object
- private ScriptC_helloworld mScript;
+ // Renderscript object
+ private ScriptC_fountain mScript;
- public HelloWorldRS() {
- }
-
- /**
- * This provides us with the RenderScript context and resources
- * that allow us to create the RenderScript object
- */
+ // Called by the view class to initialize the Renderscript context and renderer
public void init(RenderScriptGL rs, Resources res) {
mRS = rs;
mRes = res;
- initRS();
- }
- /**
- * Calls native RenderScript functions (set_gTouchX and set_gTouchY)
- * through the reflected layer class ScriptC_helloworld to pass in
- * touch point data.
- */
- public void onActionDown(int x, int y) {
- mScript.set_gTouchX(x);
- mScript.set_gTouchY(y);
- }
- /**
- * Binds the RenderScript object to the RenderScript context
- */
- private void initRS() {
- //create the RenderScript object
- mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld);
- //bind the RenderScript object to the RenderScript context
+
+ /**
+ * Create a shader and bind to the Renderscript context
+ */
+ ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
+ pfb.setVaryingColor(true);
+ rs.bindProgramFragment(pfb.create());
+
+ /**
+ * Allocate memory for the particles to render and create the mesh to draw
+ */
+ ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
+ Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
+ smb.addVertexAllocation(points.getAllocation());
+ smb.addIndexSetType(Mesh.Primitive.POINT);
+ Mesh sm = smb.create();
+
+ /**
+ * Create and bind the Renderscript object to the Renderscript context
+ */
+ mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
+ mScript.set_partMesh(sm);
+ mScript.bind_point(points);
mRS.bindRootScript(mScript);
}
-}
+ boolean holdingColor[] = new boolean[10];
+
+ /**
+ * Calls Renderscript functions (invoke_addParticles)
+ * via the Renderscript object to add particles to render
+ * based on where a user touches the screen.
+ */
+ public void newTouchPosition(float x, float y, float pressure, int id) {
+ if (id >= holdingColor.length) {
+ return;
+ }
+ int rate = (int)(pressure * pressure * 500.f);
+ if (rate > 500) {
+ rate = 500;
+ }
+ if (rate > 0) {
+ mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
+ holdingColor[id] = true;
+ } else {
+ holdingColor[id] = false;
+ }
+
+ }
+}
- To create a surface view to render graphics on, create a class that extends {@link
- android.renderscript.RSSurfaceView}. This class also creates a RenderScript context object
- ({@link android.renderscript.RenderScriptGL} and passes it to the Rendscript entry point class to
- bind the two. The following code shows how the HelloWorldView class is
- implemented:
To display graphics, you need a view to render on. Create a class that extends {@link
+ android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. This class
+ allows you to create a {@link android.renderscript.RenderScriptGL} context object by calling and
+ pass it to the Rendscript entry point class to bind the two. Once bound, the content is aware
+ of the code that it needs to use to render graphics with. If your Renderscript code
+ depends on any type of information that the view is aware of, such as touches from the user,
+ you can also use this class to relay that information to the Renderscript entry point class.
+ The following code shows how the FountainView class is implemented:
-package com.android.rs.helloworld;
+package com.example.android.rs.fountain;
-import android.renderscript.RSSurfaceView;
+import android.renderscript.RSTextureView;
import android.renderscript.RenderScriptGL;
import android.content.Context;
import android.view.MotionEvent;
-public class HelloWorldView extends RSSurfaceView {
- // RenderScript context
- private RenderScriptGL mRS;
- // RenderScript entry point object that does the rendering
- private HelloWorldRS mRender;
+public class FountainView extends RSTextureView {
- public HelloWorldView(Context context) {
+ public FountainView(Context context) {
super(context);
- initRS();
}
+ // Renderscript context
+ private RenderScriptGL mRS;
+ // Renderscript entry point object that calls Renderscript code
+ private FountainRS mRender;
- private void initRS() {
+ /**
+ * Create Renderscript context and initialize Renderscript entry point
+ */
+ @Override
+ protected void onAttachedToWindow() {
+ super.onAttachedToWindow();
+ android.util.Log.e("rs", "onAttachedToWindow");
if (mRS == null) {
- // Initialize RenderScript with default surface characteristics.
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
- //Create the RenderScript context
mRS = createRenderScriptGL(sc);
- // Create an instance of the RenderScript entry point class
- mRender = new HelloWorldRS();
- // Call the entry point class to bind it to this context
+ mRender = new FountainRS();
mRender.init(mRS, getResources());
}
}
- /**
- * Rebind everything when the window becomes attached
- */
- protected void onAttachedToWindow() {
- super.onAttachedToWindow();
- initRS();
- }
-
- /**
- * Stop rendering when window becomes detached
- */
+ @Override
protected void onDetachedFromWindow() {
- // Handle the system event and clean up
- mRender = null;
+ super.onDetachedFromWindow();
+ android.util.Log.e("rs", "onDetachedFromWindow");
if (mRS != null) {
mRS = null;
destroyRenderScriptGL();
}
}
- /**
- * Use callbacks to relay data to RenderScript entry point class
- */
- public boolean onTouchEvent(MotionEvent ev) {
- // Pass touch events from the system to the rendering script
- if (ev.getAction() == MotionEvent.ACTION_DOWN) {
- mRender.onActionDown((int)ev.getX(), (int)ev.getY());
- return true;
- }
- return false;
+ /**
+ * Use callbacks to relay data to Renderscript entry point class
+ */
+ @Override
+ public boolean onTouchEvent(MotionEvent ev)
+ {
+ int act = ev.getActionMasked();
+ if (act == ev.ACTION_UP) {
+ mRender.newTouchPosition(0, 0, 0, ev.getPointerId(0));
+ return false;
+ } else if (act == MotionEvent.ACTION_POINTER_UP) {
+ // only one pointer going up, we can get the index like this
+ int pointerIndex = ev.getActionIndex();
+ int pointerId = ev.getPointerId(pointerIndex);
+ mRender.newTouchPosition(0, 0, 0, pointerId);
+ }
+ int count = ev.getHistorySize();
+ int pcount = ev.getPointerCount();
+
+ for (int p=0; p < pcount; p++) {
+ int id = ev.getPointerId(p);
+ mRender.newTouchPosition(ev.getX(p),
+ ev.getY(p),
+ ev.getPressure(p),
+ id);
+
+ for (int i=0; i < count; i++) {
+ mRender.newTouchPosition(ev.getHistoricalX(p, i),
+ ev.getHistoricalY(p, i),
+ ev.getHistoricalPressure(p, i),
+ id);
+ }
+ }
+ return true;
}
}
-
- Applications that use RenderScript still adhere to activity lifecyle, and are part of the same
- view hierarchy as traditional Android applications, which is handled by the Android VM. This
- Activity class sets its view to be the {@link android.renderscript.RSSurfaceView} and handles
- lifecycle callback events appropriately. The following code shows how the HelloWorld
- class is implemented:
Applications that use Renderscript still behave like normal Android applications, so you + need an activity class that handles activity lifecycle callback events appropriately. The activity class + also sets your {@link android.renderscript.RSSurfaceView} view class to be the main content view of the + activity or uses your {@link android.renderscript.RSTextureView} + in a {@link android.view.ViewGroup} alongside other views.
+ +The following code shows how the Fountain + sample declares its activity class:
-public class HelloWorldActivity extends Activity {
+package com.example.android.rs.fountain;
- //Custom view to use with RenderScript
- private HelloWorldView view;
+import android.app.Activity;
+import android.os.Bundle;
+import android.util.Log;
+public class Fountain extends Activity {
+
+ private static final String LOG_TAG = "libRS_jni";
+ private static final boolean DEBUG = false;
+ private static final boolean LOG_ENABLED = false;
+
+ private FountainView mView;
+
+ @Override
public void onCreate(Bundle icicle) {
super.onCreate(icicle);
- // Create surface view and set it as the content of our Activity
- mView = new HelloWorldView(this);
- setContentView(view);
+
+ // Create our Preview view and set it as
+ // the content of our activity
+ mView = new FountainView(this);
+ setContentView(mView);
}
+ @Override
protected void onResume() {
- // Ideally an app should implement onResume() and onPause()
- // to take appropriate action when the activity loses focus
+ Log.e("rs", "onResume");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
super.onResume();
- view.resume();
+ mView.resume();
}
+ @Override
protected void onPause() {
- // Ideally an app should implement onResume() and onPause()
- // to take appropriate action when the activity loses focus
+ Log.e("rs", "onPause");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
super.onPause();
- view.pause();
+ mView.pause();
+
+ }
+
+ static void log(String message) {
+ if (LOG_ENABLED) {
+ Log.v(LOG_TAG, message);
+ }
}
}
+Now that you have an idea of what is involved in a Renderscript graphics application, you can +start building your own. It might be easiest to begin with one of the +Renderscript samples as a starting +point if this is your first time using Renderscript.
+The following sections describe how to use the graphics functions to draw with Renderscript.
-The native RenderScript APIs provide a few convenient functions to easily draw a polygon to
- the screen. You call these in your root() function to have them render to the
- surface view. These functions are available for simple drawing and should not be used for complex
- graphics rendering:
The native Renderscript APIs provide a few convenient functions to easily draw a polygon or text to
+ the screen. You call these in your root() function to have them render to the {@link
+ android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. These functions are
+ available for simple drawing and should not be used for complex graphics rendering:
rsgDrawRect(): Sets up a mesh and draws a rectangle to the screen. It uses the
@@ -360,31 +531,32 @@ public class HelloWorldActivity extends Activity {
rsgDrawQuad(): Sets up a mesh and draws a quadrilateral to the screen.rsgDrawQuadTexCoords(): Sets up a mesh and draws a textured quadrilateral to
- the screen.rsgDrawQuadTexCoords(): Sets up a mesh and draws a quadrilateral to the screen
+ using the provided coordinates of a texture.rsgDrawText(): Draws specified text to the screen. Use rsgFontColor()
+ to set the color of the text.When you want to draw complex shapes and textures to the screen, instantiate a {@link
- android.renderscript.Mesh} and draw it to the screen with rsgDrawMesh(). A {@link
+
When you want to render complex scenes to the screen, instantiate a {@link
+ android.renderscript.Mesh} and draw it with rsgDrawMesh(). A {@link
android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
- normals, texture coordinates) and index data such as triangles and lines. You can build a Mesh in
- three different ways:
In your native RenderScript code, draw the built mesh to the screen:
+In your Renderscript code, draw the built mesh to the screen:
rs_mesh mesh; ... @@ -435,18 +607,18 @@ return 0; //specify a non zero, positive integer to specify the frame refresh. }-
You can attach four program objects to the {@link android.renderscript.RenderScriptGL} context to customize the rendering pipeline. For example, you can create vertex and fragment shaders in - GLSL or build a raster program object with provided methods without writing GLSL code. The four - program objects mirror a traditional graphical rendering pipeline:
+ GLSL or build a raster program object that controls culling. The four programs mirror a + traditional graphical rendering pipeline:| Android Object Type | -RenderScript Native Type | +Renderscript Native Type | Description | rs_program_vertex |
- The RenderScript vertex program, also known as a vertex shader, describes the stage in + The Renderscript vertex program, also known as a vertex shader, describes the stage in the graphics pipeline responsible for manipulating geometric data in a user-defined way. - The object is constructed by providing RenderScript with the following data: + The object is constructed by providing Renderscript with the following data:
Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL} @@ -475,22 +647,29 @@ return 0; //specify a non zero, positive integer to specify the frame refresh. bindProgramVertex()}. It is then used for all subsequent draw calls until you bind a new program. If the program has constant inputs, the user needs to bind an allocation containing those inputs. The allocation's type must match the one provided during creation. - The RenderScript library then does all the necessary plumbing to send those constants to - the graphics hardware. Varying inputs to the shader, such as position, normal, and texture - coordinates are matched by name between the input Element and the Mesh object being drawn. - The signatures don't have to be exact or in any strict order. As long as the input name in - the shader matches a channel name and size available on the mesh, the run-time would take - care of connecting the two. Unlike OpenGL, there is no need to link the vertex and fragment - programs. + -To bind shader constructs to the Program, declare a struct containing the necessary - shader constants in your native RenderScript code. This struct is generated into a - reflected class that you can use as a constant input element during the Program's creation. - It is an easy way to create an instance of this struct as an allocation. You would then - bind this Allocation to the Program and the RenderScript system sends the data that is - contained in the struct to the hardware when necessary. To update shader constants, you - change the values in the Allocation and notify the native RenderScript code of the - change. +The Renderscript runtime then does all the necessary plumbing to send those constants to + the graphics hardware. Varying inputs to the shader, such as position, normal, and texture + coordinates are matched by name between the input {@link android.renderscript.Element} + and the mesh object that is being drawn. The signatures don't have to be exact or in any + strict order. As long as the input name in the shader matches a channel name and size + available on the mesh, the Renderscript runtime handles connecting the two. Unlike OpenGL + there is no need to link the vertex and fragment programs. + +To bind shader constants to the program, declare a The {@link android.renderscript.ProgramVertexFixedFunction.Builder} class also + lets you build a simple vertex shader without writing GLSL code. + |
@@ -500,26 +679,33 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
rs_program_fragment |
- The RenderScript fragment program, also known as the fragment shader, is responsible for + The Renderscript fragment program, also known as a 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 describing the constants
- used by the program. Like the vertex programs, when an allocation with constant input
+ containing the program body, texture inputs, and a {@link android.renderscript.Type}
+ object that describes the constants
+ used by the program. Like the vertex programs, when an {@link android.renderscript.Allocation}
+ with constant input
values is bound to the shader, its values are sent to the graphics program automatically.
- Note that the values inside the allocation are not explicitly tracked. If they change
- between two draw calls using the same program object, notify the runtime of that change by
- calling rsgAllocationSyncAll so it could send the new values to hardware. Communication
+ Note that the values inside the {@link android.renderscript.Allocation} are not explicitly tracked.
+ If they change between two draw calls using the same program object, notify the runtime of that change by
+ calling To bind shader constants to this program, declare a struct containing the necessary - shader constants in your native RenderScript code. This struct is generated into a - reflected class that you can use as a constant input element during the Program's creation. - It is an easy way to create an instance of this struct as an allocation. You would then - bind this Allocation to the Program and the RenderScript system sends the data that is - contained in the struct to the hardware when necessary. To update shader constants, you - change the values in the Allocation and notify the native RenderScript code of the - change. +To bind shader constructs to the program, declare a The {@link android.renderscript.ProgramFragmentFixedFunction.Builder} class also + lets you build a simple fragment shader without writing GLSL code. + |
@@ -528,7 +714,7 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
rs_program_store | -The RenderScript ProgramStore contains a set of parameters that control how the graphics + | The Renderscript store program contains a set of parameters that control how the graphics hardware writes to the framebuffer. It could be used to enable and disable depth writes and testing, setup various blending modes for effects like transparency and define write masks for color components. | @@ -539,12 +725,12 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.rs_program_raster | -Program raster is primarily used to specify whether point sprites are enabled and to + | The Renderscript raster program is primarily used to specify whether point sprites are enabled and to control the culling mode. By default back faces are culled. |
|---|
The following example defines a vertex shader in GLSL and binds it to the RenderScript:
+The following example defines a vertex shader in GLSL and binds it to a Renderscript context object:
private RenderScriptGL glRenderer; //rendering context
private ScriptField_Point mPoints; //vertices
@@ -567,49 +753,37 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
ProgramVertex pvs = sb.create();
pvs.bindConstants(mVpConsts.getAllocation(), 0);
glRenderer.bindProgramVertex(pvs);
-
-
+
The RsRenderStatesRS sample has many examples on how to create a shader without writing GLSL.
-You can also set four pragmas that control the shaders' default bindings to the {@link +
You can also declare four pragmas that control default program bindings to the {@link android.renderscript.RenderScriptGL} context when the script is executing:
stateVertexstateFragmentstateRasterstateStoreThe possible values for each pragma are parent or default. Using
- default binds the shaders to the graphical context with the system defaults. The
- default shader is defined below:
-("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");
-
+ default binds the shaders to the graphical context with the system defaults.
Using parent binds the shaders in the same manner as it is bound in the calling
script. If this is the root script, the parent state is taken from the bind points that are set
by the {@link android.renderscript.RenderScriptGL} bind methods.
For example, you can define this at the top of your native graphics RenderScript code to have - the Vertex and Store shaders inherent the bind properties from their parent scripts:
+For example, you can define this at the top of your graphics Renderscript code to have + the vertex and store programs inherent the bind properties from their parent scripts:
#pragma stateVertex(parent) #pragma stateStore(parent) @@ -618,18 +792,202 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.Defining a sampler
A {@link android.renderscript.Sampler} object defines how data is extracted from textures. - Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture - whose sampling they control. These objects are used to specify such things as edge clamping - behavior, whether mip-maps are used, and the amount of anisotropy required. There might be - situations where hardware does not support the desired behavior of the sampler. In these cases, - the runtime attempts to provide the closest possible approximation. For example, the user - requested 16x anisotropy, but only 8x was set because it's the best available on the - hardware.
+ Samplers are bound to a {@link android.renderscript.ProgramFragment} alongside the texture + whose sampling they control. These + objects are used to specify such things as edge clamping behavior, whether mip-maps are used, and + the amount of anisotropy required. There might be situations where hardware does not support the + desired behavior of the sampler. In these cases, the Renderscript runtime attempts to provide the + closest possible approximation. For example, the user requested 16x anisotropy, but only 8x was + set because it's the best available on the hardware.The RsRenderStatesRS sample has many examples on how to create a sampler and bind it to a Fragment program.
- -