diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index a375b115c3972..1824a6f368f44 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -237,6 +237,9 @@
The Renderscript system offers high performance 3D rendering and mathematical computations at
+ the native level. The Renderscript APIs are intended for developers who are comfortable with
+ developing in C (C99 standard) and want to maximize performance in their applications. The
+ Renderscript system improves performance by running as native code on the device, but it also
+ features cross-platform functionality. To achieve this, the Android build tools compile your
+ Renderscript .rs file to intermediate bytecode and package it inside your
+ application's .apk file. On the device, the bytecode is compiled (just-in-time) to
+ machine code that is further optimized for the device that it is running on. This eliminates the
+ need to target a specific architecture during the development process. The compiled code on the
+ device is cached, so subsequent uses of the Renderscript enabled application do not recompile the
+ intermediate code.
The disadvantage of the Renderscript system is that it adds complexity to the development and + debugging processes and is not a substitute for the Android system APIs. It is a portable native + language with pointers and explicit resource management. The target use is for performance + critical code where the existing Android APIs are not sufficient. If what you are rendering or + computing is very simple and does not require much processing power, you should still use the + Android APIs for ease of development. Debugging visibility can be limited, because the + Renderscript system can execute on processors other than the main CPU (such as the GPU), so if + this occurs, debugging becomes more difficult. Remember the tradeoffs between development and + debugging complexity versus performance when deciding to use Renderscript.
+ +For an example of Renderscript in action, see the 3D carousel view in the Android 3.0 versions
+ of Google Books and YouTube or install the Renderscript sample applications that are shipped with
+ the SDK in <sdk_root>/platforms/android-3.0/samples.
The Renderscript system adopts a control and slave architecture where the low-level native + code is controlled by the higher level Android system that runs in the virtual machine (VM). When + you use the Renderscript system, there are three layers of APIs that exist:
+ +.rs files
+ that you write to compute mathematical operations, render graphics, or both. This layer does
+ the intensive computation or graphics rendering and returns the result back to the Android VM
+ through the reflected layer.To fully understand how the Renderscript system works, you must understand how the reflected + layer is generated and how it interacts with the native Renderscript layer and Android system + layer. The reflected layer provides the entry points into the native code, enabling the Android + system code to give high level commands like, "rotate the view" or "filter the bitmap." It + delegates all the heavy lifting to the native layer. To accomplish this, you need to create logic + to hook together all of these layers so that they can correctly communicate.
+ +At the root of everything is your Renderscript, which is the actual C code that you write and
+ save to a .rs file in your project. There are two kinds of Renderscripts: compute
+ and graphics. A compute Renderscript does not do any graphics rendering while a graphics
+ Renderscript does.
When you create a Renderscript .rs file, an equivalent, reflective layer class,
+ {@link android.renderscript.ScriptC}, is generated by the build tools and exposes the native
+ functions to the Android system. This class is named
+ ScriptC_renderscript_filename. The following list describes the major
+ components of your native Renderscript code that is reflected:
.rs file) are reflected into
+ ScriptC_renderscript_filename of type {@link
+ android.renderscript.ScriptC}.ScriptC_renderscript_filename.
+ Accessor methods are generated, so the Android system layer can access the values.
+ The get() method comes with a one-way communication restriction.
+ The Android system layer always caches the last value that is set and returns that during a call to get.
+ If the native Renderscript code has changed the value, the change does propagate back to the Android system layer
+ for efficiency. If the global variables are initialized in the native Renderscript code, those values are used
+ to initialize the Android system versions. If global variables are marked as const,
+ then a set() method is not generated.
+ ScriptField_struct_name of type {@link
+ android.renderscript.Script.FieldBase}.The Android system also has a corresponding Renderscript context object, {@link + android.renderscript.RenderScript} (for a compute Renderscript) or {@link + android.renderscript.RenderScriptGL} (for a graphics Renderscript). This context object allows + you to bind to the reflected Renderscript class, so that the Renderscript context knows what its + corresponding native Renderscript is. If you have a graphics Renderscript context, you can also + specify a variety of Programs (stages in the graphics pipeline) to tweek how your graphics are + rendered. A graphics Renderscript context also needs a surface to render on, {@link + android.renderscript.RSSurfaceView}, which gets passed into its constructor. When all three of + the layers are connected, the Renderscript system can compute or render graphics.
+ +Renderscript code is compiled and executed in a compact and well defined runtime, which has + access to a limited amount of functions. Renderscript cannot use the NDK or standard C functions, + because these functions are assumed to be running on a standard CPU. The Renderscript runtime + chooses the best processor to execute the code, which may not be the CPU, so it cannot guarantee + support for standard C libraries. What Renderscript does offer is an API that supports intensive + computation with an extensive collection of math APIs. Some key features of the Renderscript APIs + are:
+ + +The Renderscript headers are located in the include and
+ clang-include directories in the
+ <sdk_root>/platforms/android-3.0/renderscript directory of the Android SDK.
+ The headers are automatically included for you, except for the graphics specific header,
+ which you can define as follows:
#include "rs_graphics.rsh"+ +
Some key features of the native Renderscript libraries include: +
These classes are not generated by the reflection process, and are actually part of the + Android system APIs, but they are mainly used by the reflective layer classes to handle memory + allocation and management for your Renderscript. You normally do not need to be call these classes + directly.
+ +Because of the constraints of the Renderscript native layer, you cannot do any dynamic
+ memory allocation in your Renderscript .rs file.
+ The native Renderscript layer can request memory from the Android system layer, which allocates memory
+ for you and does reference counting to figure out when to free the memory. A memory allocation
+ is taken care of by the {@link android.renderscript.Allocation} class and memory is requested
+ in your Renderscript code with the the rs_allocation type.
+ All references to Renderscript objects are counted, so when your Renderscript native code
+ or system code no longer references a particular {@link android.renderscript.Allocation}, it destroys itself.
+ Alternatively, you can call {@link android.renderscript.Allocation#destroy destroy()} from the
+ Android system level, which decreases the reference to the {@link android.renderscript.Allocation}.
+ If no references exist after the decrease, the {@link android.renderscript.Allocation} destroys itself.
+ The Android system object, which at this point is just an empty shell, is eventually garbage collected.
+
The following classes are mainly used by the reflective layer classes:
+ +| Android Object Type | + +Renderscript Native Type | + +Description | +
|---|---|---|
| {@link android.renderscript.Element} | + +rs_element | + +
+ An {@link android.renderscript.Element} is the most basic element of a memory type. An
+ element represents one cell of a memory allocation. An element can have two forms: Basic or
+ Complex. They are typically created from C structures that are used within Renderscript
+ code and cannot contain pointers or nested arrays. The other common source of elements is
+ bitmap formats.
+
+ A basic element contains a single component of data of any valid Renderscript data type. + Examples of basic element data types include a single float value, a float4 vector, or a + single RGB-565 color. + +Complex elements contain a list of sub-elements and names that is basically a reflection
+ of a C struct. You access the sub-elements by name from a script or vertex program. The
+ most basic primitive type determines the data alignment of the structure. For example, a
+ float4 vector is alligned to |
+
| {@link android.renderscript.Type} | + +rs_type | + +A Type is an allocation template that consists of an element and one or more dimensions. + It describes the layout of the memory but does not allocate storage for the data that it + describes. A Type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of + a cube map). You can assign the X,Y,Z dimensions to any positive integer value within the + constraints of available memory. A single dimension allocation has an X dimension of greater + than zero while the Y and Z dimensions are zero to indicate not present. For example, an + allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is considered one + dimensional. The LOD and Faces dimensions are booleans to indicate present or not + present. | +
| {@link android.renderscript.Allocation} | + +rs_allocation | + +
+ An {@link android.renderscript.Allocation} provides the memory for applications. An {@link
+ android.renderscript.Allocation} allocates memory based on a description of the memory that
+ is represented by a {@link android.renderscript.Type}. The {@link
+ android.renderscript.Type} describes an array of {@link android.renderscript.Element}s that
+ represent the memory to be allocated. Allocations are the primary way data moves into and
+ out of scripts.
+
+ Memory is user-synchronized and it's possible for allocations to exist in multiple + memory spaces concurrently. For example, if you make a call to the graphics card to load a + bitmap, you give it the bitmap to load from in the system memory. After that call returns, + the graphics memory contains its own copy of the bitmap so you can choose whether or not to + maintain the bitmap in the system memory. If the Renderscript system modifies an allocation + that is used by other targets, it must call {@link android.renderscript#syncAll syncAll()} to push the updates to + the memory. Otherwise, the results are undefined. + +Allocation data is uploaded in one of two primary ways: type checked and type unchecked.
+ For simple arrays there are |
+
| {@link android.renderscript.Script} | + +rs_script | + +Renderscript scripts do much of the work in the native layer. This class is generated
+ from a Renderscript file that has the .rs file extension. This class is named
+ ScriptC_rendersript_filename when it gets generated. |
+
Renderscript provides a number of graphics APIs for hardware-accelerated 3D rendering. The
+ Renderscript graphics APIs include a stateful context, {@link
+ android.renderscript.RenderScriptGL} that contains the current rendering state. The primary state
+ consists of the objects that are attached to the rendering context, which are the graphics Renderscript
+ and the four program types. The main working function of the graphics Renderscript is the code that is
+ defined in the root() function. The root() function is called each time the surface goes through a frame
+ refresh. The four program types mirror a traditional graphical rendering pipeline and are:
Graphical scripts have more properties beyond a basic computational script, and they call the
+ 'rsg'-prefixed functions defined in the rs_graphics.rsh header file. A graphics
+ Renderscript can also set four pragmas that control the default bindings to the {@link
+ android.renderscript.RenderScriptGL} context when the script is executing:
The possible values are parent or default for each pragma. Using
+ default says that when a script is executed, the bindings to the graphical context
+ are the system defaults. Using parent says that the state should be the same as it
+ is in the calling script. If this is a root script, the parent
+ state is taken from the bind points as set in the {@link android.renderscript.RenderScriptGL}
+ bind methods in the control environment (VM environment).
For example, you can define this at the top of your native Renderscript code:
++#pragma stateVertex(parent) +#pragma stateStore(parent) ++ +
The following table describes the major graphics specific APIs that are available to you:
+ +| Android Object Type | + +Renderscript Native Type | + +Description | +
|---|---|---|
| {@link android.renderscript.ProgramVertex} | + +rs_program_vertex | + +
+ 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:
+
+
Once the program is created, bind it to the graphics context. 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. + |
+
| {@link android.renderscript.ProgramFragment} | + +rs_program_fragment | + +The Renderscript fragment program, also known as the 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 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 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.
+ To bind shader constructs to the 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. |
+
| {@link android.renderscript.ProgramStore} | + +rs_program_store | + +The Renderscript ProgramStore contains a set of parameters that control how the graphics + hardware writes to the framebuffer. It could be used to enable/disable depth writes and + testing, setup various blending modes for effects like transparency and define write masks + for color components. | +
| {@link android.renderscript.ProgramRaster} | + +rs_program_raster | + +Program raster is primarily used to specify whether point sprites are enabled and to + control the culling mode. By default back faces are culled. | +
| {@link android.renderscript.Sampler} | + +rs_sampler | + +A 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 may be situations where + hardware limitations prevent the exact behavior from being matched. 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. | +
| {@link android.renderscript.Mesh} | + +rs_mesh | + +A collection of allocations that represent vertex data (positions, normals, texture + coordinates) and index data such as triangles and lines. Vertex data can be interleaved + within one allocation, provided separately as multiple allocation objects, or done as a + combination of the above. The layout of these allocations will be extracted from their + Elements. When a vertex channel name matches an input in the vertex program, Renderscript + automatically connects the two. Moreover, even allocations that cannot be directly mapped to + graphics hardware can be stored as part of the mesh. Such allocations can be used as a + working area for vertex-related computation and will be ignored by the hardware. Parts of the + mesh could be rendered with either explicit index sets or primitive types. | +
| {@link android.renderscript.Font} | + +rs_font | + +
+ This class gives you a way to draw hardware accelerated text. Internally, the glyphs are + rendered using the Freetype library, and an internal cache of rendered glyph bitmaps is + maintained. Each font object represents a combination of a typeface and point sizes. + Multiple font objects can be created to represent faces such as bold and italic and to + create different font sizes. During creation, the framework determines the device screen's + DPI to ensure proper sizing across multiple configurations. + +Font rendering can impact performance. Even though though the state changes are + transparent to the user, they are happening internally. It is more efficient to render + large batches of text in sequence, and it is also more efficient to render multiple + characters at once instead of one by one. + +Font color and transparency are not part of the font object and can be freely modified + in the script to suit the your needs. Font colors work as a state machine, and every new + call to draw text will use the last color set in the script. + |
+
The basic workflow of developing a Renderscript application is:
+ +<sdk_root>/platforms/android-3.0/renderscript.android tool.src folder of the Android project so that the
+ build tools can generate the reflective layer classes.To see how a simple Renderscript application is put together, see The
+ Hello World Renderscript Graphics Application. The SDK also ships with many Renderscript
+ samples in the<sdk_root>/samples/android-3.0/ directory.
This small application demonstrates the structure of a simple Renderscript application. You
+ can model your Renderscript application after the basic structure of this application. You can
+ find the complete source in the SDK in the
+ <android-sdk>/platforms/android-3.0/samples/HelloWorldRS directory. The
+ application uses Renderscript to draw the string, "Hello World!" to the screen and redraws the
+ text whenever the user touches the screen at the location of the touch. This application is only
+ a demonstration and you should not use the Renderscript system to do something this trivial. The
+ application contains the following source files:
HelloWorld: The main Activity for the application. This class is present to
+ provide Activity lifecycle management. It mainly delegates work to HelloWorldView, which is the
+ Renderscript surface that the sample actually draws on.HelloWorldView: The Renderscript surface that the graphics render on. If you
+ are using Renderscript for graphics rendering, you must have a surface to render on. If you are
+ using it for computatational operations only, then you do not need this.HelloWorldRS: The class that calls the native Renderscript code through high
+ level entry points that are generated by the Android build tools.helloworld.rs: The Renderscript native code that draws the text on the
+ screen.The <project_root>/gen directory contains the reflective layer classes
+ that are generated by the Android build tools. You will notice a
+ ScriptC_helloworld class, which is the reflective version of the Renderscript
+ and contains the entry points into the helloworld.rs native code. This file does
+ not appear until you run a build.
Each file has its own distinct use. The following section demonstrates in detail how the + sample works:
+ +helloworld.rshelloworld.rs file. Every
+ .rs file must contain two pragmas that define the version of Renderscript
+ that it is using (1 is the only version for now), and the package name that the reflected
+ classes should be generated with. For example:
++#pragma version(1) + +#pragma rs java_package_name(com.my.package.name) ++
An .rs file can also declare two special functions:
init(): This function is called once for each instance of this Renderscript
+ file that is loaded on the device, before the script is accessed in any other way by the
+ Renderscript system. The init() is ideal for doing one time setup after the
+ machine code is loaded such as initializing complex constant tables. The
+ init() function for the helloworld.rs script sets the initial
+ location of the text that is rendered to the screen:
+
+void init(){
+ gTouchX = 50.0f;
+ gTouchY = 50.0f;
+}
+
+ root(): This function is the default worker function for this Renderscript
+ file. For graphics Renderscript applications, like this one, the Renderscript system
+ expects this function to render the frame that is going to be displayed. It is called
+ every time the frame refreshes. The root() function for the
+ helloworld.rs script sets the background color of the frame, the color of
+ the text, and then draws the text where the user last touched the screen:
+
+int root(int launchID) {
+ // 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);
+ // Introduce ourselves to the world by drawing a greeting
+ // at the position that the 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;
+}
+
+
+ The return value, 20, is the desired frame refresh rate in milliseconds.
+ The real screen refresh rate depends on the hardware, computation, and rendering
+ complexity that the root() function has to execute. A value of
+ 0 tells the screen to render only once and to only render again when a
+ change has been made to one of the properties that are being modified by the Renderscript
+ code.
Besides the init() and root() functions, you can define the
+ other native functions, structs, data types, and any other logic for your Renderscript.
+ You can even define separate header files as .rsh files.
ScriptC_helloworldhelloworld.rs Renderscript. It provides a a high level entry point into the
+ helloworld.rs native code by defining the corresponding methods that you can call
+ from Android system APIs.helloworld.bc bytecode.apk file and subsequently compiled on the device at runtime.
+ This file is located in the <project_root>/res/raw/ directory and is named
+ rs_filename.bc. You need to bind these files to your Renderscript context before
+ call any Renderscript code from your Android application. You can reference them in your code
+ with R.id.rs_filename.HelloWorldView classensureRenderScript() method that sets up the
+ Renderscript system. This method creates a {@link android.renderscript.RenderScriptGL}
+ object, which represents the context of the Renderscript and creates a default surface to
+ draw on (you can set the surface properties such as alpha and bit depth in the {@link
+ android.renderscript.RenderScriptGL.SurfaceConfig} class ). When a {@link
+ android.renderscript.RenderScriptGL} is instantiated, this class calls the
+ HelloRS class and creates the instance of the actual Renderscript graphics
+ renderer.
+
+// Renderscipt context
+private RenderScriptGL mRS;
+// Script that does the rendering
+private HelloWorldRS mRender;
+
+ private void ensureRenderScript() {
+ if (mRS == null) {
+ // Initialize Renderscript with desired surface characteristics.
+ // In this case, just use the defaults
+ RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
+ mRS = createRenderScriptGL(sc);
+
+ // Create an instance of the Renderscript that does the rendering
+ mRender = new HelloWorldRS();
+ mRender.init(mRS, getResources());
+ }
+ }
+
+
+ This class also handles the important lifecycle events and relays touch events to the
+ Renderscript renderer. When a user touches the screen, it calls the renderer,
+ HelloWorldRS and asks it to draw the text on the screen at the new location.
+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;
+}
+
+ HelloWorldRSHelloWorldView Surface
+ View. It interacts with the native Renderscript code that is defined in
+ helloworld.rs through the interfaces exposed by ScriptC_helloworld.
+ To be able to call the native code, it creates an instance of the Renderscript reflected
+ class, ScriptC_helloworld. The reflected Renderscript object binds the
+ Renderscript bytecode (R.raw.helloworld) and the Renderscript context, {@link
+ android.renderscript.RenderScriptGL}, so the context knows to use the right Renderscript to
+ render its surface.
+
+private Resources mRes;
+private RenderScriptGL mRS;
+private ScriptC_helloworld mScript;
+
+private void initRS() {
+ mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld);
+ mRS.bindRootScript(mScript);
+}
+
+