am aa16a2e0: Merge "docs: remove graphics rs docs and restructure existing docs" into jb-dev
* commit 'aa16a2e055737869609ce52e563b9175607ae52d': docs: remove graphics rs docs and restructure existing docs
This commit is contained in:
@@ -311,26 +311,26 @@
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/graphics/hardware-accel.html">
|
||||
<span class="en">Hardware Acceleration</span>
|
||||
</a></li>
|
||||
<li class="nav-section">
|
||||
<div class="nav-section-header"><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript/index.html">
|
||||
<span class="en">Renderscript</span>
|
||||
</a></div>
|
||||
<ul>
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript/graphics.html">
|
||||
<span class="en">Graphics</span></a>
|
||||
</li>
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript/compute.html">
|
||||
<span class="en">Compute</span></a>
|
||||
</li>
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript/reference.html">
|
||||
<span class="en">Runtime API Reference</span></a>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li><!-- end of graphics and animation-->
|
||||
|
||||
|
||||
<li class="nav-section">
|
||||
<div class="nav-section-header"><a href="<?cs var:toroot ?>guide/topics/renderscript/index.html">
|
||||
<span class="en">Computation</span>
|
||||
</a></div>
|
||||
<ul>
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/renderscript/compute.html">
|
||||
<span class="en">Renderscript</span></a>
|
||||
</li>
|
||||
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/renderscript/advanced.html">
|
||||
<span class="en">Advanced Renderscript</span></a>
|
||||
</li>
|
||||
<li><a href="<?cs var:toroot ?>guide/topics/renderscript/reference.html">
|
||||
<span class="en">Runtime API Reference</span></a>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="nav-section">
|
||||
<div class="nav-section-header"><a href="<?cs var:toroot ?>guide/topics/media/index.html">
|
||||
<span class="en">Media and Camera</span>
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
page.title=Renderscript
|
||||
page.title=Advanced Renderscript
|
||||
parent.title=Computation
|
||||
parent.link=index.html
|
||||
|
||||
@jd:body
|
||||
|
||||
<div id="qv-wrapper">
|
||||
@@ -6,7 +9,6 @@ page.title=Renderscript
|
||||
<h2>In this document</h2>
|
||||
|
||||
<ol>
|
||||
<li><a href="#overview">Renderscript Overview</a></li>
|
||||
<li><a href="#native">Renderscript Runtime Layer</a></li>
|
||||
<li><a href="#reflected">Reflected Layer</a>
|
||||
<ol>
|
||||
@@ -33,86 +35,22 @@ page.title=Renderscript
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<p>Renderscript offers a high performance 3D graphics rendering and compute API at the native
|
||||
level that you write in C (C99 standard). The main advantages of Renderscript are:</p>
|
||||
<ul>
|
||||
<li>Portability: Renderscript is designed to run on many types of devices with different
|
||||
processor (CPU, GPU, and DSP for instance) architectures. It supports all of these architectures without
|
||||
having to target each device, because the code is compiled and cached on the device
|
||||
at runtime.</li>
|
||||
<p></p>
|
||||
|
||||
<li>Performance: Renderscript provides similar performance to OpenGL with the NDK and also
|
||||
provides a high performance compute API that is not offered by OpenGL.</li>
|
||||
|
||||
<li>Usability: Renderscript simplifies development when possible, such as eliminating JNI glue code
|
||||
and simplifying mesh setup.</li>
|
||||
</ul>
|
||||
|
||||
<p>The main disadvantages are:</p>
|
||||
|
||||
<ul>
|
||||
<li>Development complexity: Renderscript introduces a new set of APIs that you have to learn.
|
||||
Renderscript also allocates memory differently compared to OpenGL with the Android framework APIs.
|
||||
However, these issues are not hard to understand and Renderscript offers many features that
|
||||
make it easier than OpenGL to initialize rendering.</li>
|
||||
|
||||
<li>Debugging visibility: Renderscript can potentially execute (planned feature for later releases)
|
||||
on processors other than the main CPU (such as the GPU), so if this occurs, debugging becomes more difficult.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<p>For an example of Renderscript in action, install the Renderscript sample applications that
|
||||
are shipped with the SDK in <code><sdk_root>/samples/android-11/RenderScript</code>.
|
||||
You can also see a typical use of Renderscript with the 3D carousel view in the Android 3.x
|
||||
versions of Google Books and YouTube.</p>
|
||||
|
||||
<h2 id="overview">Renderscript Overview</h2>
|
||||
<p>The Renderscript runtime operates at the native level and still needs to communicate
|
||||
with the Android VM, so the way a Renderscript application is setup is different from a pure VM
|
||||
application. An application that uses Renderscript is still a traditional Android application that
|
||||
runs in the VM, but you write Renderscript code for the parts of your program that require
|
||||
it. Using Renderscript can be as simple as offloading a few math calculations or as complicated as
|
||||
rendering an entire 3D game. No matter what you use it for, Renderscript remains platform
|
||||
independent, so you do not have to target multiple architectures (for example,
|
||||
ARM v5, ARM v7, x86).</p>
|
||||
|
||||
<p>The Renderscript system adopts a control and slave architecture where the low-level Renderscript runtime
|
||||
code is controlled by the higher level Android system that runs in a virtual machine (VM). The
|
||||
Android VM still retains all control of memory management and binds memory that it allocates to
|
||||
the Renderscript runtime, so the Renderscript code can access it. The Android framework makes
|
||||
asynchronous calls to Renderscript, and the calls are placed in a message queue and processed
|
||||
as soon as possible. Figure 1 shows how the Renderscript system is structured.</p>
|
||||
|
||||
<img id="figure1" src="{@docRoot}images/rs_overview.png" />
|
||||
<p class="img-caption"><strong>Figure 1.</strong> Renderscript system overview</p>
|
||||
|
||||
<p>When using Renderscript, there are three layers of APIs that enable communication between the
|
||||
Renderscript runtime and Android framework code:</p>
|
||||
|
||||
<ul>
|
||||
<li>The Renderscript runtime APIs allow you to do the computation or graphics rendering
|
||||
that is required by your application.</li>
|
||||
|
||||
<li>The reflected layer APIs are a set of classes that are reflected from your Renderscript
|
||||
runtime code. It is basically a wrapper around the Renderscript code that allows the Android
|
||||
framework to interact with the Renderscript runtime. The Android build tools automatically generate the
|
||||
classes for this layer during the build process. These classes eliminate the need to write JNI glue
|
||||
code, like with the NDK.</li>
|
||||
|
||||
<li>The Android framework APIs, which include the {@link android.renderscript} package, allow you to
|
||||
build your application using traditional Android components such as activities and views. When
|
||||
using Renderscript, this layer calls the reflected layer to access the Renderscript
|
||||
runtime.</li>
|
||||
</ul>
|
||||
|
||||
<p></p>
|
||||
<p>Because applications that utilize Renderscript still run inside of the Android VM,
|
||||
you have access to all of the framework APIs that you are familiar with, but can
|
||||
utilize Renderscript when appropriate. To facilitate this interaction between
|
||||
the framework and the Renderscript runtime, an intermediate layer of code is also
|
||||
present to facilitate communication and memory management between the two levels of code.
|
||||
This document goes into more detail about these
|
||||
different layers of code as well as how memory is shared between the Android VM and
|
||||
Renderscript runtime.</p>
|
||||
|
||||
<h2 id="native">Renderscript Runtime Layer</h2>
|
||||
|
||||
<p>Your Renderscript code is compiled and
|
||||
executed in a compact and well-defined runtime layer. The Renderscript runtime APIs offer support for
|
||||
intensive computation and graphics rendering that is portable and automatically scalable to the
|
||||
intensive computation that is portable and automatically scalable to the
|
||||
amount of cores available on a processor.
|
||||
</p>
|
||||
<p class="note"><strong>Note:</strong> The standard C functions in the NDK must be
|
||||
@@ -132,16 +70,14 @@ amount of cores available on a processor.
|
||||
|
||||
<ul>
|
||||
|
||||
<li>Graphics rendering functions</li>
|
||||
|
||||
<li>Memory allocation request features</li>
|
||||
|
||||
<li>A large collection of math functions with both scalar and vector typed overloaded versions
|
||||
of many common routines. Operations such as adding, multiplying, dot product, and cross product
|
||||
are available as well as atomic arithmetic and comparison functions.</li>
|
||||
|
||||
<li>Conversion routines for primitive data types and vectors, matrix routines, date and time
|
||||
routines, and graphics routines.</li>
|
||||
<li>Conversion routines for primitive data types and vectors, matrix routines, and date and time
|
||||
routines</li>
|
||||
|
||||
<li>Data types and structures to support the Renderscript system such as Vector types for
|
||||
defining two-, three-, or four-vectors.</li>
|
||||
@@ -149,11 +85,7 @@ amount of cores available on a processor.
|
||||
<li>Logging functions</li>
|
||||
</ul>
|
||||
|
||||
<p>See the Renderscript runtime API reference for more information on the available functions. The
|
||||
Renderscript header files are automatically included for you, except for the Renderscript graphics header file, which
|
||||
you can include as follows:</p>
|
||||
|
||||
<pre>#include "rs_graphics.rsh"</pre>
|
||||
<p>See the Renderscript runtime API reference for more information on the available functions.
|
||||
|
||||
<h2 id="reflected">Reflected Layer</h2>
|
||||
|
||||
@@ -428,14 +360,9 @@ in memory. Each <code>struct</code>'s class defines the following methods and co
|
||||
specified memory spaces. The following example allocates memory for a custom data type
|
||||
in both the script and vertex memory spaces:</p>
|
||||
<pre>
|
||||
ScriptField_Point touchPoints = new ScriptField_Point(glRenderer, 2,
|
||||
ScriptField_Point touchPoints = new ScriptField_Point(myRenderscript, 2,
|
||||
Allocation.USAGE_SCRIPT | Allocation.USAGE_GRAPHICS_VERTEX);
|
||||
</pre>
|
||||
|
||||
<p>If you modify the memory in one memory space and want to push the updates to the rest of
|
||||
the memory spaces, call <a href="{@docRoot}reference/renderscript/rs__graphics_8rsh.html">
|
||||
<code>rsgAllocationSyncAll()</code></a> in your Renderscript code to
|
||||
synchronize the memory.</p>
|
||||
</li>
|
||||
|
||||
<li>A static nested class, <code>Item</code>, allows you to create an instance of the
|
||||
@@ -665,23 +592,22 @@ appropriate layer.</p>
|
||||
<code>intPointer</code>, and a pointer to a struct, <code>touchPoints</code>. It also binds the memory to the
|
||||
Renderscript:</p>
|
||||
<pre>
|
||||
private RenderScriptGL glRenderer;
|
||||
private RenderScript myRenderscript;
|
||||
private ScriptC_example script;
|
||||
private Resources resources;
|
||||
|
||||
public void init(RenderScriptGL rs, Resources res) {
|
||||
//get the rendering context and resources from the calling method
|
||||
glRenderer = rs;
|
||||
public void init(RenderScript rs, Resources res) {
|
||||
myRenderscript = rs;
|
||||
resources = res;
|
||||
|
||||
//allocate memory for the struct pointer, calling the constructor
|
||||
ScriptField_Point touchPoints = new ScriptField_Point(glRenderer, 2);
|
||||
ScriptField_Point touchPoints = new ScriptField_Point(myRenderscript, 2);
|
||||
|
||||
//Create an element manually and allocate memory for the int pointer
|
||||
intPointer = Allocation.createSized(glRenderer, Element.I32(glRenderer), 2);
|
||||
intPointer = Allocation.createSized(myRenderscript, Element.I32(myRenderscript), 2);
|
||||
|
||||
//create an instance of the Renderscript, pointing it to the bytecode resource
|
||||
mScript = new ScriptC_example(glRenderer, resources, R.raw.example);
|
||||
mScript = new ScriptC_example(myRenderscript, resources, R.raw.example);
|
||||
|
||||
//bind the struct and int pointers to the Renderscript
|
||||
mScript.bind_touchPoints(touchPoints);
|
||||
@@ -1,5 +1,5 @@
|
||||
page.title=Compute
|
||||
parent.title=Renderscript
|
||||
page.title=Renderscript Computation
|
||||
parent.title=Computation
|
||||
parent.link=index.html
|
||||
|
||||
@jd:body
|
||||
@@ -9,11 +9,12 @@ parent.link=index.html
|
||||
<h2>In this document</h2>
|
||||
|
||||
<ol>
|
||||
<li><a href="#overview">Renderscript System Overview</a></li>
|
||||
<li>
|
||||
<a href="#creating">Creating a Compute Renderscript</a>
|
||||
<a href="#creating-renderscript">Creating a Computation Renderscript</a>
|
||||
|
||||
<ol>
|
||||
<li><a href="#creating-renderscript">Creating the Renderscript file</a></li>
|
||||
<li><a href="#creating-rs-file">Creating the Renderscript file</a></li>
|
||||
|
||||
<li><a href="#calling">Calling the Renderscript code</a></li>
|
||||
</ol>
|
||||
@@ -25,47 +26,122 @@ parent.link=index.html
|
||||
<ol>
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">Hello
|
||||
Compute</a></li>
|
||||
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li>
|
||||
</ol>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<p>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.</p>
|
||||
<p>Renderscript offers a high performance computation API at the native
|
||||
level that you write in C (C99 standard). Renderscript gives your apps the ability to run
|
||||
operations with automatic parallelization across all available processor cores.
|
||||
It also supports different types of processors such as the CPU, GPU or DSP. Renderscript
|
||||
is useful for apps that do image processing, mathematical modeling, or any operations
|
||||
that require lots of mathematical computation.</p>
|
||||
|
||||
<p>Compute Renderscripts scale to the amount of
|
||||
<p>In addition, you have access to all of these features without having to write code to
|
||||
support different architectures or a different amount of processing cores. You also
|
||||
do not need to recompile your application for different processor types, because Renderscript
|
||||
code is compiled on the device at runtime.</p>
|
||||
|
||||
<p class="note"><strong>Deprecation Notice</strong>: Earlier versions of Renderscript included
|
||||
an experimental graphics engine component. This component
|
||||
is now deprecated as of Android 4.1 (most of the APIs in <code>rs_graphics.rsh</code>
|
||||
and the corresponding APIs in {@link android.renderscript}).
|
||||
If you have apps that render graphics with Renderscript, we highly
|
||||
recommend you convert your code to another Android graphics rendering option.</p>
|
||||
|
||||
<h2 id="overview">Renderscript System Overview</h2>
|
||||
<p>The Renderscript runtime operates at the native level and still needs to communicate
|
||||
with the Android VM, so the way a Renderscript application is set up is different from a pure VM
|
||||
application. An application that uses Renderscript is still a traditional Android application that
|
||||
runs in the VM, but you write Renderscript code for the parts of your program that require
|
||||
it. No matter what you use it for, Renderscript remains platform
|
||||
independent, so you do not have to target multiple architectures (for example,
|
||||
ARM v5, ARM v7, x86).</p>
|
||||
|
||||
<p>The Renderscript system adopts a control and slave architecture where the low-level Renderscript runtime
|
||||
code is controlled by the higher level Android system that runs in a virtual machine (VM). The
|
||||
Android VM still retains all control of memory management and binds memory that it allocates to
|
||||
the Renderscript runtime, so the Renderscript code can access it. The Android framework makes
|
||||
asynchronous calls to Renderscript, and the calls are placed in a message queue and processed
|
||||
as soon as possible. Figure 1 shows how the Renderscript system is structured.</p>
|
||||
|
||||
<img id="figure1" src="{@docRoot}images/rs_overview.png" />
|
||||
<p class="img-caption"><strong>Figure 1.</strong> Renderscript system overview</p>
|
||||
|
||||
<p>When using Renderscript, there are three layers of APIs that enable communication between the
|
||||
Renderscript runtime and Android framework code:</p>
|
||||
|
||||
<ul>
|
||||
<li>The Renderscript runtime APIs allow you to do the computation
|
||||
that is required by your application.</li>
|
||||
|
||||
<li>The reflected layer APIs are a set of classes that are reflected from your Renderscript
|
||||
runtime code. It is basically a wrapper around the Renderscript code that allows the Android
|
||||
framework to interact with the Renderscript runtime. The Android build tools automatically generate the
|
||||
classes for this layer during the build process. These classes eliminate the need to write JNI glue
|
||||
code, like with the NDK.</li>
|
||||
|
||||
<li>The Android framework layer calls the reflected layer to access the Renderscript
|
||||
runtime.</li>
|
||||
</ul>
|
||||
|
||||
<p>Because of the way Renderscript is structured, the main advantages are:</p>
|
||||
<ul>
|
||||
<li>Portability: Renderscript is designed to run on many types of devices with different
|
||||
processor (CPU, GPU, and DSP for instance) architectures. It supports all of these architectures without
|
||||
having to target each device, because the code is compiled and cached on the device
|
||||
at runtime.</li>
|
||||
|
||||
<li>Performance: Renderscript provides a high performance computation API with seamless parallelization
|
||||
across the amount of cores on the device.</li>
|
||||
|
||||
<li>Usability: Renderscript simplifies development when possible, such as eliminating JNI glue code.</li>
|
||||
</ul>
|
||||
|
||||
<p>The main disadvantages are:</p>
|
||||
|
||||
<ul>
|
||||
<li>Development complexity: Renderscript introduces a new set of APIs that you have to learn.</li>
|
||||
|
||||
<li>Debugging visibility: Renderscript can potentially execute (planned feature for later releases)
|
||||
on processors other than the main CPU (such as the GPU), so if this occurs, debugging becomes more difficult.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>For a more detailed explanation of how all of these layers work together, see
|
||||
<a href="{@docRoot}guide/topics/renderscript/advanced.html">Advanced Renderscript</a>.<p>
|
||||
|
||||
|
||||
<h2 id="creating-renderscript">Creating a Renderscript</h2>
|
||||
|
||||
<p>Renderscripts scale to the amount of
|
||||
processing cores available on the device. This is enabled through a function named
|
||||
<code>rsForEach()</code> (or the <code>forEach_root()</code> 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
|
||||
For now, Renderscript 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.</p>
|
||||
|
||||
<h2 id="creating-renderscript">Creating a Compute Renderscript</h2>
|
||||
|
||||
<p>Implementing a compute Renderscript creating a <code>.rs</code> file that contains
|
||||
<p>Implementing a Renderscript involves creating a <code>.rs</code> file that contains
|
||||
your Renderscript code and calling it at the Android framework level with the
|
||||
<code>forEach_root()</code> or at the Renderscript runtime level with the
|
||||
<code>rsForEach()</code> function. The following diagram describes how a typical compute
|
||||
<code>rsForEach()</code> function. The following diagram describes how a typical
|
||||
Renderscript is set up:</p><img src="{@docRoot}images/rs_compute.png">
|
||||
|
||||
<p class="img-caption"><strong>Figure 1.</strong> Compute Renderscript overview</p>
|
||||
<p class="img-caption"><strong>Figure 1.</strong> Renderscript overview</p>
|
||||
|
||||
<p>The following sections describe how to create a simple compute Renderscript and use it in an
|
||||
<p>The following sections describe how to create a simple Renderscript and use it in an
|
||||
Android application. This example uses the <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">HelloCompute Renderscript
|
||||
sample</a> that is provided in the SDK as a guide (some code has been modified from its original
|
||||
form for simplicity).</p>
|
||||
|
||||
<h3 id="creating-renderscript">Creating the Renderscript file</h3>
|
||||
<h3 id="creating-rs-file">Creating the Renderscript file</h3>
|
||||
|
||||
<p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> files in the
|
||||
<code><project_root>/src/</code> directory. This code contains the compute logic
|
||||
<code><project_root>/src/</code> directory. This code contains the computation logic
|
||||
and declares all necessary variables and pointers.
|
||||
Every compute <code>.rs</code> file generally contains the following items:</p>
|
||||
Every <code>.rs</code> file generally contains the following items:</p>
|
||||
|
||||
<ul>
|
||||
<li>A pragma declaration (<code>#pragma rs java_package_name(<em>package.name</em>)</code>)
|
||||
@@ -74,13 +150,13 @@ Every compute <code>.rs</code> file generally contains the following items:</p>
|
||||
<li>A pragma declaration (<code>#pragma version(1)</code>) that declares the version of
|
||||
Renderscript that you are using (1 is the only value for now).</li>
|
||||
|
||||
<li>A <code>root()</code> function that is the main worker function. The root function is
|
||||
<li><p>A <code>root()</code> function that is the main worker function. The root function is
|
||||
called by the <code>rsForEach</code> function, which allows the Renderscript code to be called and
|
||||
executed on multiple cores if they are available. The <code>root()</code> function must return
|
||||
<code>void</code> and accept the following arguments:
|
||||
<code>void</code> and accept the following arguments:</p>
|
||||
|
||||
<ul>
|
||||
<li>Pointers to memory allocations that are used for the input and output of the compute
|
||||
<li>Pointers to memory allocations that are used for the input and output of the
|
||||
Renderscript. Both of these pointers are required for Android 3.2 (API level 13) platform
|
||||
versions or older. Android 4.0 (API level 14) and later requires one or both of these
|
||||
allocations.</li>
|
||||
@@ -129,28 +205,19 @@ void root(const uchar4 *v_in, uchar4 *v_out) {
|
||||
|
||||
<h3 id="calling">Calling the Renderscript code</h3>
|
||||
|
||||
<p>You can do Renderscript to Renderscript calls with <code>rsForEach</code> in situations
|
||||
such as when a graphics Renderscript needs to do a lot of computational operations. The Renderscript
|
||||
<a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a> sample shows how
|
||||
this is setup. The <a href=
|
||||
"resources/samples/RenderScript/Balls/src/com/example/android/rs/balls/balls.html">balls.rs</a>
|
||||
graphics Renderscript calls the <a href=
|
||||
"resources/samples/RenderScript/Balls/src/com/example/android/rs/balls/balls.html">balls_physics.rs</a>
|
||||
compute Renderscript to calculate the location of the balls that are rendered to the screen.</p>
|
||||
|
||||
<p>Another way to use a compute Renderscript is to call it from your Android framework code by
|
||||
<p>You can call the Renderscript from your Android framework code by
|
||||
creating a Renderscript object by instantiating the (<code>ScriptC_<em>script_name</em></code>)
|
||||
class. This class contains a method, <code>forEach_root()</code>, that lets you invoke
|
||||
<code>rsForEach</code>. 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 <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">HelloCompute</a> sample to see
|
||||
how a simple Android application can utilize a compute Renderscript.</p>
|
||||
how a simple Android application can utilize Renderscript.</p>
|
||||
|
||||
<p>To call a compute Renderscript at the Android framework level:</p>
|
||||
<p>To call Renderscript at the Android framework level:</p>
|
||||
|
||||
<ol>
|
||||
<li>Allocate memory that is needed by the compute Renderscript in your Android framework code.
|
||||
<li>Allocate memory that is needed by the Renderscript in your Android framework code.
|
||||
You need an input and output {@link android.renderscript.Allocation} for Android 3.2 (API level
|
||||
13) platform versions and older. The Android 4.0 (API level 14) platform version requires only
|
||||
one or both {@link android.renderscript.Allocation}s.</li>
|
||||
@@ -159,13 +226,13 @@ how a simple Android application can utilize a compute Renderscript.</p>
|
||||
|
||||
<li>Call <code>forEach_root()</code>, passing in the allocations, the
|
||||
Renderscript, and any optional user-defined data. The output allocation will contain the output
|
||||
of the compute Renderscript.</li>
|
||||
of the Renderscript.</li>
|
||||
</ol>
|
||||
|
||||
<p>In the following example, taken from the <a href=
|
||||
<p>The following example, taken from the <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">HelloCompute</a> sample, processes
|
||||
a bitmap and outputs a black and white version of it. The
|
||||
<code>createScript()</code> method carries out the steps described previously. This method the compute
|
||||
<code>createScript()</code> method carries out the steps described previously. This method calls the
|
||||
Renderscript, <code>mono.rs</code>, 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:</p>
|
||||
<pre>
|
||||
@@ -224,19 +291,17 @@ public class HelloCompute extends Activity {
|
||||
}
|
||||
</pre>
|
||||
|
||||
<p>To call a compute Renderscript from another Renderscript file:</p>
|
||||
<p>To call Renderscript from another Renderscript file:</p>
|
||||
<ol>
|
||||
<li>Allocate memory that is needed by the compute Renderscript in your Android framework code.
|
||||
<li>Allocate memory that is needed by the Renderscript in your Android framework code.
|
||||
You need an input and output {@link android.renderscript.Allocation} for Android 3.2 (API level
|
||||
13) platform versions and older. The Android 4.0 (API level 14) platform version requires only
|
||||
one or both {@link android.renderscript.Allocation}s.</li>
|
||||
|
||||
<li>Call <code>rsForEach()</code>, passing in the allocations and any optional user-defined data.
|
||||
The output allocation will contain the output of the compute Renderscript.</li>
|
||||
The output allocation will contain the output of the Renderscript.</li>
|
||||
</ol>
|
||||
<p>The following example, taken from the <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/Balls/src/com/example/android/rs/balls/balls.html">Renderscript
|
||||
Balls sample</a>, demonstrates how to do make a script to script call:</p>
|
||||
|
||||
<pre>
|
||||
rs_script script;
|
||||
rs_allocation in_allocation;
|
||||
@@ -245,9 +310,31 @@ UserData_t data;
|
||||
...
|
||||
rsForEach(script, in_allocation, out_allocation, &data, sizeof(data));
|
||||
</pre>
|
||||
|
||||
</p>
|
||||
<p>In this example, assume that the script and memory allocations have already been
|
||||
allocated and bound at the Android framework level and that <code>UserData_t</code> is a struct
|
||||
declared previously. Passing a pointer to a struct and the size of the struct to <code>rsForEach</code>
|
||||
is optional, but useful if your compute Renderscript requires additional information other than
|
||||
is optional, but useful if your Renderscript requires additional information other than
|
||||
the necessary memory allocations.</p>
|
||||
|
||||
<h3>Setting floating point precision</h3>
|
||||
<p>You can define the floating point precision required by your compute algorithms. This is useful if you
|
||||
require less precision than the IEEE 754-2008 standard (used by default). You can define
|
||||
the floating-point precision level of your script with the following pragmas:</p>
|
||||
|
||||
<ul>
|
||||
<li><code>#pragma rs_fp_full</code> (default if nothing is specified): For apps that
|
||||
require floating point precision as outlined by the IEEE 754-2008 standard.
|
||||
</li>
|
||||
<li><code>#pragma rs_fp_relaxed</code> - For apps that don’t require
|
||||
strict IEEE 754-2008 compliance and can tolerate less precision. This mode enables
|
||||
flush-to-zero for denorms and round-towards-zero.
|
||||
</li>
|
||||
<li><code>#pragma rs_fp_imprecise</code> - For apps that don’t have stringent precision requirements. This mode enables
|
||||
everything in <code>rs_fp_relaxed</code> along with the following:
|
||||
<ul>
|
||||
<li>Operations resulting in -0.0 can return +0.0 instead.</li>
|
||||
<li>Operations on INF and NAN are undefined.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
31
docs/html/guide/topics/renderscript/index.jd
Normal file
31
docs/html/guide/topics/renderscript/index.jd
Normal file
@@ -0,0 +1,31 @@
|
||||
page.title=Computation
|
||||
@jd:body
|
||||
|
||||
<p>Renderscript provides a platform-independent computation engine that operates at the native level.
|
||||
Use it to accelerate your apps that require extensive computational horsepower.</p>
|
||||
<div class="landing-docs">
|
||||
|
||||
<div>
|
||||
<h3>Blog Articles</h3>
|
||||
<a
|
||||
href="http://android-developers.blogspot.com/2012/01/levels-in-renderscript.html">
|
||||
<h4>Levels in Renderscript</h4>
|
||||
<p>For ICS, Renderscript (RS) has been updated with several new features to simplify
|
||||
adding compute acceleration to your application. RS is interesting for compute
|
||||
acceleration when you have large buffers of data on which you need to do significant
|
||||
processing. In this example we will look at applying a levels/saturation operation
|
||||
on a bitmap.</p>
|
||||
</a>
|
||||
|
||||
<a
|
||||
href="http://android-developers.blogspot.com/2011/03/renderscript.html">
|
||||
<h4>Renderscript Part 2</h4>
|
||||
<p>In Introducing Renderscript I gave a brief overview of this technology.
|
||||
In this post I’ll look at "compute" in more detail. In Renderscript we use
|
||||
"compute" to mean offloading of data processing from Dalvik code to
|
||||
Renderscript code which may run on the same or different processor(s).</p>
|
||||
</a>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -1,4 +1,7 @@
|
||||
page.title=Runtime API Reference
|
||||
parent.title=Computation
|
||||
parent.link=index.html
|
||||
|
||||
@jd:body
|
||||
|
||||
<script language="JavaScript">
|
||||
Reference in New Issue
Block a user