Move RenderScript from graphics/ to new fw/base subdirectory rs.
Change-Id: I30b6633578f063840e1bdbcc9ba513b727912a6d
This commit is contained in:
154
rs/java/android/renderscript/ProgramVertex.java
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154
rs/java/android/renderscript/ProgramVertex.java
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @hide
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* <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
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* the graphics pipeline responsible for manipulating geometric data in a user-defined way.
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* The object is constructed by providing the RenderScript system with the following data:</p>
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* <ul>
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* <li>Element describing its varying inputs or attributes</li>
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* <li>GLSL shader string that defines the body of the program</li>
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* <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
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* </ul>
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*
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* <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
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* all subsequent draw calls until you bind a new program. If the program has constant inputs,
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* the user needs to bind an allocation containing those inputs. The allocation's type must match
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* the one provided during creation. The RenderScript library then does all the necessary plumbing
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* to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
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* and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
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* The signatures don't have to be exact or in any strict order. As long as the input name in the shader
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* matches a channel name and size available on the mesh, the runtime takes care of connecting the
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* two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
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*
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**/
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package android.renderscript;
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/**
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* @hide
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* @deprecated in API 16
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* ProgramVertex, also know as a vertex shader, describes a
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* stage in the graphics pipeline responsible for manipulating
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* geometric data in a user-defined way.
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*
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**/
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public class ProgramVertex extends Program {
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ProgramVertex(long id, RenderScript rs) {
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super(id, rs);
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}
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/**
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* @deprecated in API 16
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* @return number of input attribute elements
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*/
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public int getInputCount() {
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return mInputs != null ? mInputs.length : 0;
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}
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/**
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* @deprecated in API 16
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* @param slot location of the input to return
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* @return input attribute element
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*/
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public Element getInput(int slot) {
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if (slot < 0 || slot >= mInputs.length) {
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throw new IllegalArgumentException("Slot ID out of range.");
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}
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return mInputs[slot];
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}
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/**
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* @hide
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* @deprecated in API 16
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* Builder class for creating ProgramVertex objects.
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* The builder starts empty and the user must minimally provide
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* the GLSL shader code, and the varying inputs. Constant, or
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* uniform parameters to the shader may optionally be provided as
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* well.
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*
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**/
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public static class Builder extends BaseProgramBuilder {
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/**
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* @deprecated in API 16
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* Create a builder object.
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*
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* @param rs Context to which the program will belong.
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*/
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public Builder(RenderScript rs) {
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super(rs);
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}
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/**
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* @deprecated in API 16
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* Add varying inputs to the program
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*
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* @param e element describing the layout of the varying input
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* structure
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* @return self
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*/
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public Builder addInput(Element e) throws IllegalStateException {
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// Should check for consistant and non-conflicting names...
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if(mInputCount >= MAX_INPUT) {
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throw new RSIllegalArgumentException("Max input count exceeded.");
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}
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if (e.isComplex()) {
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throw new RSIllegalArgumentException("Complex elements not allowed.");
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}
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mInputs[mInputCount++] = e;
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return this;
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}
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/**
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* @deprecated in API 16
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* Creates ProgramVertex from the current state of the builder
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*
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* @return ProgramVertex
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*/
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public ProgramVertex create() {
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mRS.validate();
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int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
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String[] texNames = new String[mTextureCount];
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int idx = 0;
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for (int i=0; i < mInputCount; i++) {
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tmp[idx++] = ProgramParam.INPUT.mID;
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tmp[idx++] = (int)mInputs[i].getID(mRS);
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}
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for (int i=0; i < mOutputCount; i++) {
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tmp[idx++] = ProgramParam.OUTPUT.mID;
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tmp[idx++] = (int)mOutputs[i].getID(mRS);
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}
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for (int i=0; i < mConstantCount; i++) {
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tmp[idx++] = ProgramParam.CONSTANT.mID;
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tmp[idx++] = (int)mConstants[i].getID(mRS);
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}
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for (int i=0; i < mTextureCount; i++) {
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tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
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tmp[idx++] = (int)mTextureTypes[i].mID;
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texNames[i] = mTextureNames[i];
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}
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long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
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ProgramVertex pv = new ProgramVertex(id, mRS);
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initProgram(pv);
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return pv;
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}
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}
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}
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