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authorScott Main <smain@google.com>2012-06-21 17:14:39 -0700
committerScott Main <smain@google.com>2012-06-21 21:27:30 -0700
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Massive clobber of all HTML files in developer docs for new site design
Change-Id: Idc55a0b368c1d2c1e7d4999601b739dd57f08eb3
Diffstat (limited to 'docs/html/guide/topics/graphics')
-rw-r--r--docs/html/guide/topics/graphics/2d-graphics.jd2
-rw-r--r--docs/html/guide/topics/graphics/animation.jd64
-rw-r--r--docs/html/guide/topics/graphics/index.jd90
-rw-r--r--docs/html/guide/topics/graphics/opengl.jd52
-rw-r--r--docs/html/guide/topics/graphics/overview.jd73
-rw-r--r--docs/html/guide/topics/graphics/prop-animation.jd25
-rw-r--r--docs/html/guide/topics/graphics/renderscript/compute.jd253
-rw-r--r--docs/html/guide/topics/graphics/renderscript/graphics.jd994
-rw-r--r--docs/html/guide/topics/graphics/renderscript/index.jd804
-rw-r--r--docs/html/guide/topics/graphics/renderscript/reference.jd18
10 files changed, 2255 insertions, 120 deletions
diff --git a/docs/html/guide/topics/graphics/2d-graphics.jd b/docs/html/guide/topics/graphics/2d-graphics.jd
index 5cf1a59..d842cb9 100644
--- a/docs/html/guide/topics/graphics/2d-graphics.jd
+++ b/docs/html/guide/topics/graphics/2d-graphics.jd
@@ -476,7 +476,7 @@ allowed.
do.
</p>
-<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
+<p>The <a href="{@docRoot}tools/help/draw9patch.html">Draw 9-patch</a> tool offers
an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
even raises warnings if the region you've defined for the stretchable area is at risk of
producing drawing artifacts as a result of the pixel replication.
diff --git a/docs/html/guide/topics/graphics/animation.jd b/docs/html/guide/topics/graphics/animation.jd
deleted file mode 100644
index 561369d..0000000
--- a/docs/html/guide/topics/graphics/animation.jd
+++ /dev/null
@@ -1,64 +0,0 @@
-page.title=Animation
-@jd:body
-
- <div id="qv-wrapper">
- <div id="qv">
-
- <h2>See also</h2>
- <ol>
- <li><a href="{@docRoot}guide/topics/graphics/prop-animation.html">Property
-Animation</a></li>
- <li><a href="{@docRoot}guide/topics/graphics/view-animation.html">View Animation</a></li>
- <li><a href="{@docRoot}guide/topics/graphics/drawable-animation.html">Drawable Animation</a></li>
- <ol>
- </div>
- </div>
-
- <p>The Android framework provides two animation systems: property animation
- (introduced in Android 3.0) and view animation. Both animation systems are viable options,
- but the property animation system, in general, is the preferred method to use, because it
- is more flexible and offers more features. In addition to these two systems, you can utilize Drawable
-animation, which allows you to load drawable resources and display them one frame after
-another.</p>
-
- <p>The view animation system provides the capability to only animate {@link android.view.View}
-objects, so if you wanted to animate non-{@link android.view.View} objects, you have to implement
-your own code to do so. The view animation system is also constrained in the fact that it only
-exposes a few aspects of a {@link android.view.View} object to animate, such as the scaling and
-rotation of a View but not the background color, for instance.</p>
-
- <p>Another disadvantage of the view animation system is that it only modified where the
- View was drawn, and not the actual View itself. For instance, if you animated a button to move
- across the screen, the button draws correctly, but the actual location where you can click the
- button does not change, so you have to implement your own logic to handle this.</p>
-
- <p>With the property animation system, these constraints are completely removed, and you can animate
- any property of any object (Views and non-Views) and the object itself is actually modified.
- The property animation system is also more robust in the way it carries out animation. At
- a high level, you assign animators to the properties that you want to animate, such as color,
- position, or size and can define aspects of the animation such as interpolation and
- synchronization of multiple animators.</p>
-
- <p>The view animation system, however, takes less time to setup and requires less code to write.
- If view animation accomplishes everything that you need to do, or if your existing code already
- works the way you want, there is no need to use the property animation system. It also might
- make sense to use both animation systems for different situations if the use case arises.</p>
-
-<dl>
-<dt><strong><a href="{@docRoot}guide/topics/graphics/prop-animation.html">Property
-Animation</a></strong></dt>
-<dd>Introduced in Android 3.0 (API level 11), the property animation system lets you
-animate properties of any object, including ones that are not rendered to the screen. The system is
-extensible and lets you animate properties of custom types as well.</dd>
-
-<dt><strong><a href="{@docRoot}guide/topics/graphics/view-animation.html">View
-Animation</a></strong></dt>
-<dd>View Animation is the older system and can only be used for Views. It is relatively easy to
-setup and offers enough capabilities to meet many application's needs.</dd>
-</dl>
-
-<dt><strong><a href="{@docRoot}guide/topics/graphics/drawable-animation.html">Drawable
-Animation</a></strong></dt>
-<dd>Drawable animation involves displaying {@link android.graphics.drawable.Drawable} resources one
-after another, like a roll of film. This method of animation is useful if you want to animate
-things that are easier to represent with Drawable resources, such as a progression of bitmaps.</dd>
diff --git a/docs/html/guide/topics/graphics/index.jd b/docs/html/guide/topics/graphics/index.jd
index ab623c2..17f6309 100644
--- a/docs/html/guide/topics/graphics/index.jd
+++ b/docs/html/guide/topics/graphics/index.jd
@@ -1,51 +1,49 @@
-page.title=Graphics
-@jd:body
-
-<div id="qv-wrapper">
- <div id="qv">
- <h2>Topics</h2>
- <ol>
- <li><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and Drawables</a></li>
- <li><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware Acceleration</a></li>
- <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
- </ol>
- </div>
-</div>
-
-<p>When writing an application, it's important to consider exactly what your graphical demands will be.
-Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations
-for a rather static application should be implemented much differently than graphics and animations
-for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics
-on Android and which tasks they're best suited for.
-</p>
+page.title=Animation and Graphics
+page.landing=true
+page.landing.intro=Make your apps look and perform their best using Android's powerful graphics features such as OpenGL, hardware acceleration, and built-in UI animations.
+page.landing.image=
-<dl>
-<dt><strong><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and
-Drawables</a></strong></dt>
-<dd>Android provides a set of {@link android.view.View} widgets that provide general functionality
-for a wide array of user interfaces. You can also extend these widgets to modify the way they
-look or behave. In addition, you can do your own custom 2D rendering using the various drawing
-methods contained in the {@link android.graphics.Canvas} class or create {@link
-android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame
-animations.</dd>
+@jd:body
-<dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware
-Acceleration</a></strong></dt>
-<dd>Beginning in Android 3.0, you can hardware accelerate the majority of
-the drawing done by the Canvas APIs to further increase their performance.</dd>
+<div class="landing-docs">
-<dt><strong><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></strong></dt>
-<dd>Android supports OpenGL ES 1.0 and 2.0, with Android framework APIs as well as natively
-with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a
-few graphical enhancements to your application that are not supported with the Canvas APIs, or if
-you desire platform independence and don't demand high performance. There is a performance hit in
-using the framework APIs compared to the NDK, so for many graphic intensive applications such as
-games, using the NDK is beneficial (It is important to note though that you can still get adequate
-performance using the framework APIs. For example, the Google Body app is developed entirely
-using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native
-code that you want to port over to Android. For more information about using the NDK, read the
-docs in the <code>docs/</code> directory of the <a href="{@docRoot}sdk/ndk/index.html">NDK
-download.</a></dd>
-</dl>
+ <div class="col-6">
+ <h3>Blog Articles</h3>
+ <a
+href="http://android-developers.blogspot.com/2011/11/android-40-graphics-and-animations.html">
+ <h4>Android 4.0 Graphics and Animations</h4>
+ <p>Earlier this year, Android 3.0 launched with a new 2D rendering pipeline designed to
+support hardware acceleration on tablets. With this new pipeline, all drawing operations performed
+by the UI toolkit are carried out using the GPU. You’ll be happy to hear that Android 4.0, Ice Cream
+Sandwich, brings an improved version of the hardware-accelerated 2D rendering pipeline.</p>
+ </a>
+
+ <a
+href="http://android-developers.blogspot.com/2011/05/introducing-viewpropertyanimator.html">
+ <h4>Introducing ViewPropertyAnimator</h4>
+ <p>This new animation system makes it easy to animate any kind of property on any object,
+including the new properties added to the View class in 3.0. In the 3.1 release, we added a small
+utility class that makes animating these properties even easier.</p>
+ </a>
+
+ <a
+href="http://android-developers.blogspot.com/2011/03/android-30-hardware-acceleration.html">
+ <h4>Android 3.0 Hardware Acceleration</h4>
+ <p>Hardware accelerated graphics is nothing new to the Android platform, it has always been
+used for windows composition or OpenGL games for instance, but with this new rendering pipeline
+applications can benefit from an extra boost in performance.</p>
+ </a>
+ </div>
+ <div class="col-6">
+ <h3>Training</h3>
+ <a href="{@docRoot}training/displaying-bitmaps/index.html">
+ <h4>Displaying Bitmaps Efficiently</h4>
+ <p>This class covers some common techniques for processing and loading Bitmap objects in a way
+that keeps your user interface (UI) components responsive and avoids exceeding your application
+memory limit.</p>
+ </a>
+
+ </div>
+</div> \ No newline at end of file
diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd
index a786d42..a9fedb7 100644
--- a/docs/html/guide/topics/graphics/opengl.jd
+++ b/docs/html/guide/topics/graphics/opengl.jd
@@ -20,6 +20,7 @@ parent.link=index.html
<li><a href="#proj-es1">Projection and camera in ES 2.0</a></li>
</ol>
</li>
+ <li><a href="#faces-winding">Shape Faces and Winding</li>
<li><a href="#compatibility">OpenGL Versions and Device Compatibility</a>
<ol>
<li><a href="#textures">Texture compression support</a></li>
@@ -33,11 +34,6 @@ parent.link=index.html
<li>{@link android.opengl.GLSurfaceView}</li>
<li>{@link android.opengl.GLSurfaceView.Renderer}</li>
</ol>
- <h2>Related tutorials</h2>
- <ol>
- <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a></li>
- <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a></li>
- </ol>
<h2>Related samples</h2>
<ol>
<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li>
@@ -48,8 +44,8 @@ href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics
</ol>
<h2>See also</h2>
<ol>
- <li><a href="{@docRoot}resources/articles/glsurfaceview.html">Introducing
-GLSurfaceView</a></li>
+ <li><a href="{@docRoot}training/graphics/opengl/index.html">
+ Displaying Graphics with OpenGL ES</a></li>
<li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li>
<li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li>
<li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li>
@@ -73,7 +69,7 @@ OpenGL ES 2.0 API specification.</p>
<p>Android supports OpenGL both through its framework API and the Native Development
Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the
-NDK, see the <a href="{@docRoot}sdk/ndk/index.html">Android NDK</a>.
+NDK, see the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.
<p>There are two foundational classes in the Android framework that let you create and manipulate
graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link
@@ -389,6 +385,43 @@ objects to be rendered by OpenGL.
href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#projection-and-views">OpenGL ES 2.0
tutorial</a>.</p>
+<h2 id="faces-winding">Shape Faces and Winding</h2>
+
+<p>In OpenGL, the face of a shape is a surface defined by three or more points in three-dimensional
+space. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face
+and a back face. How do you know which face is front and which is the back? Good question. The
+answer has to do with winding, or, the direction in which you define the points of a shape.</p>
+
+<img src="{@docRoot}images/opengl/ccw-winding.png">
+<p class="img-caption">
+ <strong>Figure 1.</strong> Illustration of a coordinate list which translates into a
+counterclockwise drawing order.</p>
+
+<p>In this example, the points of the triangle are defined in an order such that they are drawn in a
+counterclockwise direction. The order in which these coordinates are drawn defines the winding
+direction for the shape. By default, in OpenGL, the face which is drawn counterclockwise is the
+front face. The triangle shown in Figure 1 is defined so that you are looking at the front face of
+the shape (as interpreted by OpenGL) and the other side is the back face.</p>
+
+<p>Why is it important to know which face of a shape is the front face? The answer has to do with a
+commonly used feature of OpenGL, called face culling. Face culling is an option for the OpenGL
+environment which allows the rendering pipeline to ignore (not calculate or draw) the back face of a
+shape, saving time, memory and processing cycles:</p>
+
+<pre>
+// enable face culling feature
+gl.glEnable(GL10.GL_CULL_FACE);
+// specify which faces to not draw
+gl.glCullFace(GL10.GL_BACK);
+</pre>
+
+<p>If you try to use the face culling feature without knowing which sides of your shapes are the
+front and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all.
+So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.</p>
+
+<p class="note"><strong>Note:</strong> It is possible to set an OpenGL environment to treat the
+clockwise face as the front face, but doing so requires more code and is likely to confuse
+experienced OpenGL developers when you ask them for help. So don’t do that.</p>
<h2 id="compatibility">OpenGL Versions and Device Compatibility</h2>
@@ -410,7 +443,8 @@ texture compression, see the <a
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html"
>CompressedTextureActivity</a> code sample.</p>
-<p>To check if the ETC1 format is supported on a device, call the {@link
+<p>The ETC format is supported by most Android devices, but it not guarranteed to be available. To
+check if the ETC1 format is supported on a device, call the {@link
android.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.</p>
<p class="note"><b>Note:</b> The ETC1 texture compression format does not support textures with an
diff --git a/docs/html/guide/topics/graphics/overview.jd b/docs/html/guide/topics/graphics/overview.jd
new file mode 100644
index 0000000..a53cd3f
--- /dev/null
+++ b/docs/html/guide/topics/graphics/overview.jd
@@ -0,0 +1,73 @@
+page.title=Animation and Graphics Overview
+@jd:body
+
+ <p>Android provides a variety of powerful APIs for applying animation to UI elements and drawing custom
+ 2D and 3D graphics. The sections below provide an overview of the APIs and system capabilities available
+ and help you decide with approach is best for your needs.</p>
+
+ <h3 id="animation">Animation</h3>
+
+ <p>The Android framework provides two animation systems: property animation
+ (introduced in Android 3.0) and view animation. Both animation systems are viable options,
+ but the property animation system, in general, is the preferred method to use, because it
+ is more flexible and offers more features. In addition to these two systems, you can utilize Drawable
+ animation, which allows you to load drawable resources and display them one frame after
+ another.</p>
+
+<dl>
+<dt><strong><a href="{@docRoot}guide/topics/graphics/prop-animation.html">Property
+Animation</a></strong></dt>
+<dd>Introduced in Android 3.0 (API level 11), the property animation system lets you
+animate properties of any object, including ones that are not rendered to the screen. The system is
+extensible and lets you animate properties of custom types as well.</dd>
+
+<dt><strong><a href="{@docRoot}guide/topics/graphics/view-animation.html">View
+Animation</a></strong></dt>
+<dd>View Animation is the older system and can only be used for Views. It is relatively easy to
+setup and offers enough capabilities to meet many application's needs.</dd>
+</dl>
+
+<dt><strong><a href="{@docRoot}guide/topics/graphics/drawable-animation.html">Drawable
+Animation</a></strong></dt>
+<dd>Drawable animation involves displaying {@link android.graphics.drawable.Drawable} resources one
+after another, like a roll of film. This method of animation is useful if you want to animate
+things that are easier to represent with Drawable resources, such as a progression of bitmaps.</dd>
+
+<h3 id="graphics">2D and 3D Graphics</h3>
+
+<p>When writing an application, it's important to consider exactly what your graphical demands will be.
+Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations
+for a rather static application should be implemented much differently than graphics and animations
+for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics
+on Android and which tasks they're best suited for.
+</p>
+
+<dl>
+<dt><strong><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and
+Drawables</a></strong></dt>
+<dd>Android provides a set of {@link android.view.View} widgets that provide general functionality
+for a wide array of user interfaces. You can also extend these widgets to modify the way they
+look or behave. In addition, you can do your own custom 2D rendering using the various drawing
+methods contained in the {@link android.graphics.Canvas} class or create {@link
+android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame
+animations.</dd>
+
+<dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware
+Acceleration</a></strong></dt>
+<dd>Beginning in Android 3.0, you can hardware accelerate the majority of
+the drawing done by the Canvas APIs to further increase their performance.</dd>
+
+<dt><strong><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></strong></dt>
+<dd>Android supports OpenGL ES 1.0 and 2.0, with Android framework APIs as well as natively
+with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a
+few graphical enhancements to your application that are not supported with the Canvas APIs, or if
+you desire platform independence and don't demand high performance. There is a performance hit in
+using the framework APIs compared to the NDK, so for many graphic intensive applications such as
+games, using the NDK is beneficial (It is important to note though that you can still get adequate
+performance using the framework APIs. For example, the Google Body app is developed entirely
+using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native
+code that you want to port over to Android. For more information about using the NDK, read the
+docs in the <code>docs/</code> directory of the <a href="{@docRoot}tools/sdk/ndk/index.html">NDK
+download.</a></dd>
+</dl>
+
diff --git a/docs/html/guide/topics/graphics/prop-animation.jd b/docs/html/guide/topics/graphics/prop-animation.jd
index be24788..b733624 100644
--- a/docs/html/guide/topics/graphics/prop-animation.jd
+++ b/docs/html/guide/topics/graphics/prop-animation.jd
@@ -166,6 +166,31 @@ parent.link=animation.html
"{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">API
Demos</a> sample project provides many examples on how to use the property
animation system.</p>
+
+ <h2 id="property-vs-view">How Property Animation Differs from View Animation</h2>
+
+ <p>The view animation system provides the capability to only animate {@link android.view.View}
+ objects, so if you wanted to animate non-{@link android.view.View} objects, you have to implement
+ your own code to do so. The view animation system is also constrained in the fact that it only
+ exposes a few aspects of a {@link android.view.View} object to animate, such as the scaling and
+ rotation of a View but not the background color, for instance.</p>
+
+ <p>Another disadvantage of the view animation system is that it only modified where the
+ View was drawn, and not the actual View itself. For instance, if you animated a button to move
+ across the screen, the button draws correctly, but the actual location where you can click the
+ button does not change, so you have to implement your own logic to handle this.</p>
+
+ <p>With the property animation system, these constraints are completely removed, and you can animate
+ any property of any object (Views and non-Views) and the object itself is actually modified.
+ The property animation system is also more robust in the way it carries out animation. At
+ a high level, you assign animators to the properties that you want to animate, such as color,
+ position, or size and can define aspects of the animation such as interpolation and
+ synchronization of multiple animators.</p>
+
+ <p>The view animation system, however, takes less time to setup and requires less code to write.
+ If view animation accomplishes everything that you need to do, or if your existing code already
+ works the way you want, there is no need to use the property animation system. It also might
+ make sense to use both animation systems for different situations if the use case arises.</p>
<h2>API Overview</h2>
diff --git a/docs/html/guide/topics/graphics/renderscript/compute.jd b/docs/html/guide/topics/graphics/renderscript/compute.jd
new file mode 100644
index 0000000..e827f00
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript/compute.jd
@@ -0,0 +1,253 @@
+page.title=Compute
+parent.title=Renderscript
+parent.link=index.html
+
+@jd:body
+
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+
+ <ol>
+ <li>
+ <a href="#creating">Creating a Compute Renderscript</a>
+
+ <ol>
+ <li><a href="#creating-renderscript">Creating the Renderscript file</a></li>
+
+ <li><a href="#calling">Calling the Renderscript code</a></li>
+ </ol>
+ </li>
+ </ol>
+
+ <h2>Related Samples</h2>
+
+ <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>Compute 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
+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
+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
+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>The following sections describe how to create a simple compute 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>
+
+<p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> files in the
+<code>&lt;project_root&gt;/src/</code> directory. This code contains the compute logic
+and declares all necessary variables and pointers.
+Every compute <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>)
+ that declares the package name of the <code>.java</code> reflection of this Renderscript.</li>
+
+ <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
+ 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:
+
+ <ul>
+ <li>Pointers to memory allocations that are used for the input and output of the compute
+ 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>
+ </ul>
+
+ <p>The following arguments are optional, but both must be supplied if you choose to use
+ them:</p>
+
+ <ul>
+ <li>A pointer for user-defined data that the Renderscript might need to carry out
+ computations in addition to the necessary allocations. This can be a pointer to a simple
+ primitive or a more complex struct.</li>
+
+ <li>The size of the user-defined data.</li>
+ </ul>
+ </li>
+
+ <li>An optional <code>init()</code> function. This allows you to do any initialization
+ before the <code>root()</code> function runs, such as initializing variables. This
+ function runs once and is called automatically when the Renderscript starts, before anything
+ else in your Renderscript.</li>
+
+ <li>Any variables, pointers, and structures that you wish to use in your Renderscript code (can
+ be declared in <code>.rsh</code> files if desired)</li>
+</ul>
+
+<p>The following code shows how the <a href=
+"{@docRoot}resources/samples/RenderScript/HelloCompute/src/com/example/android/rs/hellocompute/mono.html">
+mono.rs</a> file is implemented:</p>
+<pre>
+#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);
+}
+</pre>
+
+<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
+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>
+
+<p>To call a compute Renderscript at the Android framework level:</p>
+
+<ol>
+ <li>Allocate memory that is needed by the compute 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>Create an instance of the <code>ScriptC_<em>script_name</em></code> class.</li>
+
+ <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>
+</ol>
+
+<p>In 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
+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>
+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;
+
+ &#064;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);
+ }
+}
+</pre>
+
+<p>To call a compute Renderscript from another Renderscript file:</p>
+<ol>
+ <li>Allocate memory that is needed by the compute 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>
+</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;
+rs_allocation out_allocation;
+UserData_t data;
+...
+rsForEach(script, in_allocation, out_allocation, &amp;data, sizeof(data));
+</pre>
+
+<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
+the necessary memory allocations.</p>
diff --git a/docs/html/guide/topics/graphics/renderscript/graphics.jd b/docs/html/guide/topics/graphics/renderscript/graphics.jd
new file mode 100644
index 0000000..58676ea
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript/graphics.jd
@@ -0,0 +1,994 @@
+page.title=Graphics
+parent.title=Renderscript
+parent.link=index.html
+
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+
+ <ol>
+ <li>
+ <a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
+ <ol>
+ <li><a href="#creating-native">Creating the Renderscript file</a></li>
+ <li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
+ <li><a href="#creating-view">Creating the view class</a></li>
+ <li><a href="#creating-activity">Creating the activity class</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#drawing">Drawing</a>
+ <ol>
+ <li><a href="#drawing-rsg">Simple drawing</a></li>
+ <li><a href="#drawing-mesh">Drawing with a mesh</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#shaders">Shaders</a>
+ <ol>
+ <li><a href="#shader-bindings">Shader bindings</a></li>
+ <li><a href="#shader-sampler">Defining a sampler</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#fbo">Rendering to a Framebuffer Object</a>
+ </li>
+ </ol>
+
+ <h2>Related Samples</h2>
+
+ <ol>
+ <li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/FountainFbo/index.html">FountainFbo</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/HelloWorld/index.html">Hello
+World</a></li>
+
+ <li><a
+href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samples</a></li>
+ </ol>
+ </div>
+ </div>
+
+ <p>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 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.</p>
+
+ <h2 id="creating-graphics-rs">Creating a Graphics Renderscript</h2>
+
+ <p>Renderscript applications require various layers of code, so it is useful to create the following
+ files to help keep your application organized:</p>
+
+ <dl>
+ <dt>The Renderscript <code>.rs</code> file</dt>
+
+ <dd>This file contains the logic to do the graphics rendering.</dd>
+
+ <dt>The Renderscript entry point <code>.java</code> class</dt>
+
+ <dd>This class allows the view class to interact with the code defined in the <code>.rs</code>
+ file. This class contains a Renderscript object (instance of
+ <code>ScriptC_<em>renderscript_file</em></code>), which allows your Android framework code to
+ call the Renderscript code. In general, this class does much of the setup for Renderscript
+ such as shader and mesh building and memory allocation and binding. The SDK samples follow the
+ convention of naming this file ActivityRS.java,
+ where Activity is the name of your main activity class.</dd>
+
+ <dt>The view <code>.java</code> class</dt>
+
+ <dd>This class extends {@link android.renderscript.RSSurfaceView} or {@link
+ android.renderscript.RSTextureView} to provide a surface to render on. A {@link
+ android.renderscript.RSSurfaceView} consumes a whole window, but a {@link
+ android.renderscript.RSTextureView} allows you to draw Renderscript graphics inside of a
+ view and add it to a {@link android.view.ViewGroup} alongside
+ other views. In this class, you create a {@link android.renderscript.RenderScriptGL} context object
+ with a call to {@link android.renderscript.RSSurfaceView#createRenderScriptGL
+ RSSurfaceView.createRenderscriptGL()} or {@link android.renderscript.RSTextureView#createRenderScriptGL
+ RSTextureView.createRenderscriptGL()}. The {@link android.renderscript.RenderScriptGL} context object
+ contains information about the current rendering state of Renderscript such as the vertex and
+ fragment shaders. You pass this context object to the Renderscript entry point class, so that
+ class can modify the rendering context if needed and bind the Renderscript code to the context. Once bound,
+ the view class can use the Renderscript code to display graphics.
+ The view class should also implement callbacks for events inherited from {@link
+ android.view.View}, such as {@link android.view.View#onTouchEvent onTouchEvent()} and {@link
+ android.view.View#onKeyDown onKeyDown()} if you want to detect these types of user interactions.
+ The SDK samples follow the convention of naming this file ActivityView.java,
+ where Activity is the name of your main activity class</dd>
+
+ <dt>The activity <code>.java</code> class</dt>
+
+ <dd>This class is the main activity class and sets your {@link android.renderscript.RSSurfaceView} as the main content
+ view for this activity or uses the {@link android.renderscript.RSTextureView} alongside other views.</dd>
+ </dl>
+ <p>Figure 1 describes how these classes interact with one another in a graphics Renderscript:</p>
+
+ <img src="{@docRoot}images/rs_graphics.png">
+ <p class="img-caption"><strong>Figure 1.</strong> Graphics Renderscript overview</p>
+
+
+ <p>The following sections describe how to create an application that uses a graphics Renderscript by using
+ the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Renderscript Fountain
+ 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-native">Creating the Renderscript file</h3>
+
+ <p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> (headers) files in the
+ <code>&lt;project_root&gt;/src/</code> directory. This code contains the logic to render your
+ graphics and declares all other necessary items such as variables, structs,
+ and pointers. Every graphics <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>) that declares
+ the package name of the <code>.java</code> reflection of this Renderscript.</li>
+
+ <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>#include "rs_graphics.rsh"</code> declaration.</li>
+
+ <li>A <code>root()</code> 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 <code>0</code> (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.
+
+ <p class="note"><strong>Note:</strong> 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 20, the Renderscript runtime renders the wallpaper at 50fps if it has just
+ enough or more resources to do so. It renders as fast as it can if not enough resources
+ are available.</p>
+
+ <p>For more information on using the Renderscript graphics functions, see the <a href=
+ "#drawing">Drawing</a> section.</p>
+ </li>
+
+ <li>An <code>init()</code> function. This allows you to do initialization of your
+ Renderscript before the <code>root()</code> 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.</li>
+
+ <li>Any variables, pointers, and structures that you wish to use in your Renderscript code (can
+ be declared in <code>.rsh</code> files if desired)</li>
+ </ul>
+
+ <p>The following code shows how the <code>fountain.rs</code> file is implemented:</p>
+ <pre>
+#pragma version(1)
+
+// Tell which java package name the reflected files should belong to
+#pragma rs java_package_name(com.example.android.rs.fountain)
+
+//declare shader binding
+#pragma stateFragment(parent)
+
+// header with graphics APIs, must include explicitly
+#include "rs_graphics.rsh"
+
+static int newPart = 0;
+
+// 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 &lt; size; ct++) {
+ p-&gt;delta.y += dy2;
+ p-&gt;position += p-&gt;delta;
+ if ((p-&gt;position.y &gt; height) &amp;&amp; (p-&gt;delta.y &gt; 0)) {
+ p-&gt;delta.y *= -0.3f;
+ }
+ p++;
+ }
+
+ rsgDrawMesh(partMesh);
+ return 1;
+}
+
+// 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]);
+
+ Point_t * np = &amp;point[newPart];
+ float2 p = {x, y};
+ while (rate--) {
+ float angle = rsRand(3.14f * 2.f);
+ float len = rsRand(rMax);
+ np-&gt;delta.x = len * sin(angle);
+ np-&gt;delta.y = len * cos(angle);
+ np-&gt;position = p;
+ np-&gt;color = c;
+ newPart++;
+ np++;
+ if (newPart &gt;= size) {
+ newPart = 0;
+ np = &amp;point[newPart];
+ }
+ }
+}
+</pre>
+
+ <h3 id="creating-entry">Creating the Renderscript entry point class</h3>
+
+ <p>When you create a Renderscript (<code>.rs</code>) file, it is helpful to create a
+ corresponding Android framework class that is an entry point into the <code>.rs</code> file.
+ The most important thing this class does is receive a {@link android.renderscript.RenderScriptGL} rendering context
+ object from the <a href="#creating-view">view class</a> and binds the actual Renderscript
+ code to the rendering context. This notifies your view class of the code that it needs
+ to render graphics.
+ </p>
+
+ <p>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:</p>
+
+ <ul>
+ <li>Create a Renderscript object
+ <code>ScriptC_<em>rs_filename</em></code>. 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 <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
+ sample creates the Renderscript object:
+ <pre>
+ 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);
+ </pre>
+ </li>
+ <li>Allocate any necessary memory and bind it to your Renderscript code via the Renderscript object.</li>
+ <li>Build any necessary meshes and bind them to the Renderscript code via the Renderscript object.</li>
+ <li>Create any necessary programs and bind them to the Renderscript code via the Renderscript object.</li>
+ </ul>
+
+ <p>The following code shows how the <a href=
+ "{@docRoot}resources/samples/RenderScript/Fountain/src/com/example/android/rs/fountain/FountainRS.html">
+ FountainRS</a> class is implemented:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+import android.content.res.Resources;
+import android.renderscript.*;
+import android.util.Log;
+
+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;
+
+ // Renderscript object
+ private ScriptC_fountain mScript;
+
+ // Called by the view class to initialize the Renderscript context and renderer
+ public void init(RenderScriptGL rs, Resources res) {
+ mRS = rs;
+ mRes = res;
+
+ /**
+ * 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 &gt;= holdingColor.length) {
+ return;
+ }
+ int rate = (int)(pressure * pressure * 500.f);
+ if (rate &gt; 500) {
+ rate = 500;
+ }
+ if (rate &gt; 0) {
+ mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
+ holdingColor[id] = true;
+ } else {
+ holdingColor[id] = false;
+ }
+
+ }
+}
+</pre>
+
+
+ <h3 id="creating-view">Creating the view class</h3>
+
+
+ <p>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 <code>FountainView</code> class is implemented:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+import android.renderscript.RSTextureView;
+import android.renderscript.RenderScriptGL;
+import android.content.Context;
+import android.view.MotionEvent;
+
+public class FountainView extends RSTextureView {
+
+ public FountainView(Context context) {
+ super(context);
+ }
+ // Renderscript context
+ private RenderScriptGL mRS;
+ // Renderscript entry point object that calls Renderscript code
+ private FountainRS mRender;
+
+ /**
+ * Create Renderscript context and initialize Renderscript entry point
+ */
+ &#064;Override
+ protected void onAttachedToWindow() {
+ super.onAttachedToWindow();
+ android.util.Log.e("rs", "onAttachedToWindow");
+ if (mRS == null) {
+ RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
+ mRS = createRenderScriptGL(sc);
+ mRender = new FountainRS();
+ mRender.init(mRS, getResources());
+ }
+ }
+
+ &#064;Override
+ protected void onDetachedFromWindow() {
+ super.onDetachedFromWindow();
+ android.util.Log.e("rs", "onDetachedFromWindow");
+ if (mRS != null) {
+ mRS = null;
+ destroyRenderScriptGL();
+ }
+ }
+
+
+ /**
+ * Use callbacks to relay data to Renderscript entry point class
+ */
+ &#064;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 &lt; pcount; p++) {
+ int id = ev.getPointerId(p);
+ mRender.newTouchPosition(ev.getX(p),
+ ev.getY(p),
+ ev.getPressure(p),
+ id);
+
+ for (int i=0; i &lt; count; i++) {
+ mRender.newTouchPosition(ev.getHistoricalX(p, i),
+ ev.getHistoricalY(p, i),
+ ev.getHistoricalPressure(p, i),
+ id);
+ }
+ }
+ return true;
+ }
+}
+</pre>
+
+ <h3 id="creating-activity">Creating the activity class</h3>
+
+ <p>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.</p>
+
+ <p>The following code shows how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
+ sample declares its activity class:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+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;
+
+ &#064;Override
+ public void onCreate(Bundle icicle) {
+ super.onCreate(icicle);
+
+ // Create our Preview view and set it as
+ // the content of our activity
+ mView = new FountainView(this);
+ setContentView(mView);
+ }
+
+ &#064;Override
+ protected void onResume() {
+ Log.e("rs", "onResume");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onResume();
+ mView.resume();
+ }
+
+ &#064;Override
+ protected void onPause() {
+ Log.e("rs", "onPause");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onPause();
+ mView.pause();
+
+ }
+
+ static void log(String message) {
+ if (LOG_ENABLED) {
+ Log.v(LOG_TAG, message);
+ }
+ }
+}
+</pre>
+
+<p>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
+<a href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript samples</a> as a starting
+point if this is your first time using Renderscript.</p>
+
+ <h2 id="drawing">Drawing</h2>
+ <p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
+
+ <h3 id="drawing-rsg">Simple drawing</h3>
+
+ <p>The native Renderscript APIs provide a few convenient functions to easily draw a polygon or text to
+ the screen. You call these in your <code>root()</code> 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:</p>
+
+ <ul>
+ <li><code>rsgDrawRect()</code>: Sets up a mesh and draws a rectangle to the screen. It uses the
+ top left vertex and bottom right vertex of the rectangle to draw.</li>
+
+ <li><code>rsgDrawQuad()</code>: Sets up a mesh and draws a quadrilateral to the screen.</li>
+
+ <li><code>rsgDrawQuadTexCoords()</code>: Sets up a mesh and draws a quadrilateral to the screen
+ using the provided coordinates of a texture.</li>
+
+ <li><code>rsgDrawText()</code>: Draws specified text to the screen. Use <code>rsgFontColor()</code>
+ to set the color of the text.</li>
+ </ul>
+
+ <h3 id="drawing-mesh">Drawing with a mesh</h3>
+
+ <p>When you want to render complex scenes to the screen, instantiate a {@link
+ android.renderscript.Mesh} and draw it with <code>rsgDrawMesh()</code>. A {@link
+ android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
+ normals, texture coordinates) and index data that provides information on how to draw triangles
+ and lines with the provided vertex data. You can build a Mesh in three different ways:</p>
+
+ <ul>
+ <li>Build the mesh with the {@link android.renderscript.Mesh.TriangleMeshBuilder} class, which
+ allows you to specify a set of vertices and indices for each triangle that you want to draw.</li>
+
+ <li>Build the mesh using an {@link android.renderscript.Allocation} or a set of {@link
+ android.renderscript.Allocation}s with the {@link android.renderscript.Mesh.AllocationBuilder}
+ class. This approach allows you to build a mesh with vertices already stored in memory, which allows you
+ to specify the vertices in Renderscript or Android framework code.</li>
+
+ <li>Build the mesh with the {@link android.renderscript.Mesh.Builder} class. You should use
+ this convenience method when you know the data types you want to use to build your mesh, but
+ don't want to make separate memory allocations like with {@link
+ android.renderscript.Mesh.AllocationBuilder}. You can specify the types that you want and this
+ mesh builder automatically creates the memory allocations for you.</li>
+ </ul>
+
+ <p>To create a mesh using the {@link android.renderscript.Mesh.TriangleMeshBuilder}, you need to
+ supply it with a set of vertices and the indices for the vertices that comprise the triangle. For
+ example, the following code specifies three vertices, which are added to an internal array,
+ indexed in the order they were added. The call to {@link
+ android.renderscript.Mesh.TriangleMeshBuilder#addTriangle addTriangle()} draws the triangle with
+ vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p>
+ <pre>
+int float2VtxSize = 2;
+Mesh.TriangleMeshBuilder triangles = new Mesh.TriangleMeshBuilder(renderscriptGL,
+float2VtxSize, Mesh.TriangleMeshBuilder.COLOR);
+triangles.addVertex(300.f, 300.f);
+triangles.addVertex(150.f, 450.f);
+triangles.addVertex(450.f, 450.f);
+triangles.addTriangle(0 , 1, 2);
+Mesh smP = triangle.create(true);
+script.set_mesh(smP);
+</pre>
+
+ <p>To draw a mesh using the {@link android.renderscript.Mesh.AllocationBuilder}, you need to
+ supply it with one or more allocations that contain the vertex data:</p>
+ <pre>
+Allocation vertices;
+
+...
+Mesh.AllocationBuilder triangle = new Mesh.AllocationBuilder(mRS);
+smb.addVertexAllocation(vertices.getAllocation());
+smb.addIndexSetType(Mesh.Primitive.TRIANGLE);
+Mesh smP = smb.create();
+script.set_mesh(smP);
+</pre>
+
+ <p>In your Renderscript code, draw the built mesh to the screen:</p>
+ <pre>
+rs_mesh mesh;
+...
+
+int root(){
+...
+rsgDrawMesh(mesh);
+...
+return 0; //specify a non zero, positive integer to specify the frame refresh.
+ //0 refreshes the frame only when the mesh changes.
+}
+</pre>
+
+ <h2 id="shader">Programs</h2>
+
+ <p>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 that controls culling. The four programs mirror a
+ traditional graphical rendering pipeline:</p>
+
+ <table>
+ <tr>
+ <th>Android Object Type</th>
+
+ <th>Renderscript Native Type</th>
+
+ <th>Description</th>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramVertex}</td>
+
+ <td>rs_program_vertex</td>
+
+ <td>
+ <p>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:</p>
+
+ <ul>
+ <li>An {@link android.renderscript.Element} describing its varying inputs or attributes</li>
+
+ <li>GLSL shader string that defines the body of the program</li>
+
+ <li>a {@link android.renderscript.Type} that describes the layout of an
+ Allocation containing constant or uniform inputs</li>
+ </ul>
+
+ <p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL}
+ graphics context by calling {@link android.renderscript.RenderScriptGL#bindProgramVertex
+ 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.
+ </p>
+
+ <p>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.</p>
+
+ <p>To bind shader constants to the program, declare a <code>struct</code> that contains the necessary
+ shader constants in your Renderscript code. This <code>struct</code> 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 <code>struct</code> as an allocation. You would then
+ bind this {@link android.renderscript.Allocation} to the program and the
+ Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
+ when necessary. To update shader constants, you change the values in the
+ {@link android.renderscript.Allocation} and notify the Renderscript
+ code of the change.</p>
+
+ <p>The {@link android.renderscript.ProgramVertexFixedFunction.Builder} class also
+ lets you build a simple vertex shader without writing GLSL code.
+ </p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramFragment}</td>
+
+ <td>rs_program_fragment</td>
+
+ <td>
+ <p>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, 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 {@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 <code>rsgAllocationSyncAll()</code>, so it can 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 <code>varTex0</code>, the GLSL code
+ inside the program vertex must provide it.</p>
+
+ <p>To bind shader constructs to the program, declare a <code>struct</code> that contains the necessary
+ shader constants in your Renderscript code. This <code>struct</code> 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 <code>struct</code> as an allocation. You would then
+ bind this {@link android.renderscript.Allocation} to the program and the
+ Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
+ when necessary. To update shader constants, you change the values in the
+ {@link android.renderscript.Allocation} and notify the Renderscript
+ code of the change.</p>
+
+ <p>The {@link android.renderscript.ProgramFragmentFixedFunction.Builder} class also
+ lets you build a simple fragment shader without writing GLSL code.
+ </p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramStore}</td>
+
+ <td>rs_program_store</td>
+
+ <td>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.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramRaster}</td>
+
+ <td>rs_program_raster</td>
+
+ <td>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.</td>
+ </tr>
+ </table>
+
+ <p>The following example defines a vertex shader in GLSL and binds it to a Renderscript context object:</p>
+ <pre>
+ private RenderScriptGL glRenderer; //rendering context
+ private ScriptField_Point mPoints; //vertices
+ private ScriptField_VpConsts mVpConsts; //shader constants
+
+ ...
+
+ ProgramVertex.Builder sb = new ProgramVertex.Builder(glRenderer);
+ String t = "varying vec4 varColor;\n" +
+ "void main() {\n" +
+ " vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" +
+ " pos.xy = ATTRIB_position;\n" +
+ " gl_Position = UNI_MVP * pos;\n" +
+ " varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
+ " gl_PointSize = ATTRIB_size;\n" +
+ "}\n";
+ sb.setShader(t);
+ sb.addConstant(mVpConsts.getType());
+ sb.addInput(mPoints.getElement());
+ ProgramVertex pvs = sb.create();
+ pvs.bindConstants(mVpConsts.getAllocation(), 0);
+ glRenderer.bindProgramVertex(pvs);
+</pre>
+
+
+ <p>The <a href=
+ "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
+ RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
+
+ <h3 id="shader-bindings">Program bindings</h3>
+
+ <p>You can also declare four pragmas that control default program bindings to the {@link
+ android.renderscript.RenderScriptGL} context when the script is executing:</p>
+
+ <ul>
+ <li><code>stateVertex</code></li>
+
+ <li><code>stateFragment</code></li>
+
+ <li><code>stateRaster</code></li>
+
+ <li><code>stateStore</code></li>
+ </ul>
+
+ <p>The possible values for each pragma are <code>parent</code> or <code>default</code>. Using
+ <code>default</code> binds the shaders to the graphical context with the system defaults.</p>
+
+ <p>Using <code>parent</code> 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.</p>
+
+ <p>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:</p>
+ <pre>
+#pragma stateVertex(parent)
+#pragma stateStore(parent)
+</pre>
+
+ <h3 id="shader-sampler">Defining a sampler</h3>
+
+ <p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
+ 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.</p>
+
+ <p>The <a href=
+ "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
+ RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a
+ Fragment program.</p>
+
+
+
+<h2 id="fbo">Rendering to a Framebuffer Object</h2>
+
+<p>Framebuffer objects allow you to render offscreen instead of in the default onscreen
+framebuffer. This approach might be useful for situations where you need to post-process a texture before
+rendering it to the screen, or when you want to composite two scenes in one such as rendering a rear-view
+mirror of a car. There are two buffers associated with a framebuffer object: a color buffer
+and a depth buffer. The color buffer (required) contains the actual pixel data of the scene
+that you are rendering, and the depth buffer (optional) contains the values necessary to figure
+out what vertices are drawn depending on their z-values.</p>
+
+<p>In general, you need to do the following to render to a framebuffer object:</p>
+
+<ul>
+ <li>Create {@link android.renderscript.Allocation} objects for the color buffer and
+ depth buffer (if needed). Specify the {@link
+ android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} usage attribute for these
+ allocations to notify the Renderscript runtime to use these allocations for the framebuffer
+ object. For the color buffer allocation, you most likely need to declare the {@link
+ android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE} usage attribute
+ to use the color buffer as a texture, which is the most common use of the framebuffer object.</li>
+
+ <li>Tell the Renderscript runtime to render to the framebuffer object instead of the default
+ framebuffer by calling <code>rsgBindColorTarget()</code> and passing it the color buffer
+ allocation. If applicable, call <code>rsgBindDepthTarget()</code> passing in the depth buffer
+ allocation as well.</li>
+
+ <li>Render your scene normally with the <code>rsgDraw</code> functions. The scene will be
+ rendered into the color buffer instead of the default onscreen framebuffer.</li>
+
+ <li>When done, tell the Renderscript runtime stop rendering to the color buffer and back
+ to the default framebuffer by calling <code>rsgClearAllRenderTargets()</code>.</li>
+
+ <li>Create a fragment shader and bind a the color buffer to it as a texture.</li>
+
+ <li>Render your scene to the default framebuffer. The texture will be used according
+ to the way you setup your fragment shader.</li>
+</ul>
+
+<p>The following example shows you how to render to a framebuffer object by modifying the
+<a href="{@docRoot}guide/resources/renderscript/Fountain/">Fountain</a> Renderscript sample. The end
+result is the <a href="{@docRoot}guide/resources/renderscript/FountainFBO/">FountainFBO</a> sample.
+The modifications render the exact same scene into a framebuffer object as it does the default
+framebuffer. The framebuffer object is then rendered into the default framebuffer in a small
+area at the top left corner of the screen.</p>
+
+<ol>
+ <li>Modify <code>fountain.rs</code> and add the following global variables. This creates setter
+ methods when this file is reflected into a <code>.java</code> file, allowing you to allocate
+ memory in your Android framework code and binding it to the Renderscript runtime.
+<pre>
+//allocation for color buffer
+rs_allocation gColorBuffer;
+//fragment shader for rendering without a texture (used for rendering to framebuffer object)
+rs_program_fragment gProgramFragment;
+//fragment shader for rendering with a texture (used for rendering to default framebuffer)
+rs_program_fragment gTextureProgramFragment;
+</pre>
+ </li>
+
+ <li>Modify the root function of <code>fountain.rs</code> to look like the following code. The
+ modifications are commented:
+<pre>
+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++;
+ }
+ //Tell Renderscript runtime to render to the frame buffer object
+ rsgBindColorTarget(gColorBuffer, 0);
+ //Begin rendering on a white background
+ rsgClearColor(1.f, 1.f, 1.f, 1.f);
+ rsgDrawMesh(partMesh);
+
+ //When done, tell Renderscript runtime to stop rendering to framebuffer object
+ rsgClearAllRenderTargets();
+
+ //Bind a new fragment shader that declares the framebuffer object to be used as a texture
+ rsgBindProgramFragment(gTextureProgramFragment);
+
+ //Bind the framebuffer object to the fragment shader at slot 0 as a texture
+ rsgBindTexture(gTextureProgramFragment, 0, gColorBuffer);
+ //Draw a quad using the framebuffer object as the texture
+ float startX = 10, startY = 10;
+ float s = 256;
+ rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
+ startX, startY + s, 0, 0, 0,
+ startX + s, startY + s, 0, 1, 0,
+ startX + s, startY, 0, 1, 1);
+
+ //Rebind the original fragment shader to render as normal
+ rsgBindProgramFragment(gProgramFragment);
+
+ //Render the main scene
+ rsgDrawMesh(partMesh);
+
+ return 1;
+}
+</pre>
+ </li>
+
+ <li>In the <code>FountainRS.java</code> file, modify the <code>init()</code> method to look
+ like the following code. The modifications are commented:
+
+<pre>
+/* Add necessary members */
+private ScriptC_fountainfbo mScript;
+private Allocation mColorBuffer;
+private ProgramFragment mProgramFragment;
+private ProgramFragment mTextureProgramFragment;
+
+public void init(RenderScriptGL rs, Resources res) {
+ mRS = rs;
+ mRes = res;
+
+ 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();
+
+ mScript = new ScriptC_fountainfbo(mRS, mRes, R.raw.fountainfbo);
+ mScript.set_partMesh(sm);
+ mScript.bind_point(points);
+
+ ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
+ pfb.setVaryingColor(true);
+ mProgramFragment = pfb.create();
+ mScript.set_gProgramFragment(mProgramFragment);
+
+ /* Second fragment shader to use a texture (framebuffer object) to draw with */
+ pfb.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
+ ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
+
+ /* Set the fragment shader in the Renderscript runtime */
+ mTextureProgramFragment = pfb.create();
+ mScript.set_gTextureProgramFragment(mTextureProgramFragment);
+
+ /* Create the allocation for the color buffer */
+ Type.Builder colorBuilder = new Type.Builder(mRS, Element.RGBA_8888(mRS));
+ colorBuilder.setX(256).setY(256);
+ mColorBuffer = Allocation.createTyped(mRS, colorBuilder.create(),
+ Allocation.USAGE_GRAPHICS_TEXTURE |
+ Allocation.USAGE_GRAPHICS_RENDER_TARGET);
+
+ /* Set the allocation in the Renderscript runtime */
+ mScript.set_gColorBuffer(mColorBuffer);
+
+ mRS.bindRootScript(mScript);
+}
+</pre>
+
+<p class="note"><strong>Note:</strong> This sample doesn't use a depth buffer, but the following code
+shows you how to declare an example depth buffer if you need to use
+one for your application. The depth buffer must have the same dimensions as the color buffer:
+
+<pre>
+Allocation mDepthBuffer;
+
+...
+
+Type.Builder b = new Type.Builder(mRS, Element.createPixel(mRS, DataType.UNSIGNED_16,
+ DataKind.PIXEL_DEPTH));
+b.setX(256).setY(256);
+mDepthBuffer = Allocation.createTyped(mRS, b.create(),
+Allocation.USAGE_GRAPHICS_RENDER_TARGET);
+
+</pre>
+</p>
+</li>
+
+ <li>Run and use the sample. The smaller, white quad on the top-left corner is using the
+ framebuffer object as a texture, which renders the same scene as the main rendering.</li>
+</ol>
diff --git a/docs/html/guide/topics/graphics/renderscript/index.jd b/docs/html/guide/topics/graphics/renderscript/index.jd
new file mode 100644
index 0000000..b2d9f84
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript/index.jd
@@ -0,0 +1,804 @@
+page.title=Renderscript
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+ <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>
+ <li><a href="#func">Functions</a></li>
+ <li><a href="#var">Variables</a></li>
+ <li><a href="#pointer">Pointers</a></li>
+ <li><a href="#struct">Structs</a></li>
+ </ol>
+ </li>
+
+ <li>
+ <a href="#mem-allocation">Memory Allocation APIs</a>
+ </li>
+ <li>
+ <a href="#memory">Working with Memory</a>
+ <ol>
+ <li><a href="#allocating-mem">Allocating and binding memory to the Renderscript</a></li>
+
+ <li><a href="#read-write">Reading and writing to memory</a></li>
+
+ </ol>
+ </li>
+ </ol>
+ </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>
+
+ <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>&lt;sdk_root&gt;/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>
+
+ <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
+amount of cores available on a processor.
+</p>
+<p class="note"><strong>Note:</strong> The standard C functions in the NDK must be
+ guaranteed to run on a CPU, so Renderscript cannot access these libraries,
+ because Renderscript is designed to run on different types of processors.</p>
+
+<p>You define your Renderscript code in <code>.rs</code>
+ and <code>.rsh</code> files in the <code>src/</code> directory of your Android project. The code
+ is compiled to intermediate bytecode by the
+ <code>llvm</code> compiler that runs as part of an Android build. When your application
+ runs on a device, the bytecode is then compiled (just-in-time) to machine code by another
+ <code>llvm</code> compiler that resides on the device. The machine code is optimized for the
+ device and also cached, so subsequent uses of the Renderscript enabled application does not
+ recompile the bytecode.</p>
+
+ <p>Some key features of the Renderscript runtime libraries include:</p>
+
+ <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>Data types and structures to support the Renderscript system such as Vector types for
+ defining two-, three-, or four-vectors.</li>
+
+ <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>
+
+ <h2 id="reflected">Reflected Layer</h2>
+
+ <p>The reflected layer is a set of classes that the Android build tools generate to allow access
+ to the Renderscript runtime from the Android framework. This layer also provides methods
+and constructors that allow you to allocate and work with memory for pointers that are defined in
+your Renderscript code. The following list describes the major
+ components that are reflected:</p>
+
+ <ul>
+ <li>Every <code>.rs</code> file that you create is generated into a class named
+ <code>project_root/gen/package/name/ScriptC_<em>renderscript_filename</em></code> of
+type {@link android.renderscript.ScriptC}. This file is the <code>.java</code> version of your
+<code>.rs</code> file, which you can call from the Android framework. This class contains the
+following items reflected from the <code>.rs</code> file:
+
+ <ul>
+ <li>Non-static functions</li>
+
+ <li>Non-static, global Renderscript variables. Accessor methods are generated for each
+ variable, so you can read and write the Renderscript variables from the Android
+ framework. If a global variable is initialized at the Renderscript runtime layer, those
+values are used to initialize the corresponding values in the Android framework layer. If global
+variables are marked as <code>const</code>, then a <code>set</code> method is not
+generated.</p></li>
+
+ <li>Global pointers</li>
+ </ul>
+ </li>
+
+ <li>A <code>struct</code> is reflected into its own class named
+
+ <code>project_root/gen/package/name/ScriptField_struct_name</em></code>, which extends {@link
+ android.renderscript.Script.FieldBase}. This class represents an array of the
+ <code>struct</code>, which allows you to allocate memory for one or more instances of this
+ <code>struct</code>.</li>
+ </ul>
+
+
+<h3 id="func">Functions</h3>
+<p>Functions are reflected into the script class itself, located in
+<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. For
+example, if you declare the following function in your Renderscript code:</p>
+
+<pre>
+void touch(float x, float y, float pressure, int id) {
+ if (id >= 10) {
+ return;
+ }
+
+ touchPos[id].x = x;
+ touchPos[id].y = y;
+ touchPressure[id] = pressure;
+}
+</pre>
+
+<p>then the following code is generated:</p>
+
+<pre>
+public void invoke_touch(float x, float y, float pressure, int id) {
+ FieldPacker touch_fp = new FieldPacker(16);
+ touch_fp.addF32(x);
+ touch_fp.addF32(y);
+ touch_fp.addF32(pressure);
+ touch_fp.addI32(id);
+ invoke(mExportFuncIdx_touch, touch_fp);
+}
+</pre>
+<p>
+Functions cannot have a return value, because the Renderscript system is designed to be
+asynchronous. When your Android framework code calls into Renderscript, the call is queued and is
+executed when possible. This restriction allows the Renderscript system to function without constant
+interruption and increases efficiency. If functions were allowed to have return values, the call
+would block until the value was returned.</p>
+
+<p>
+If you want the Renderscript code to send a value back to the Android framework, use the
+<a href="{@docRoot}reference/renderscript/rs__core_8rsh.html"><code>rsSendToClient()</code></a>
+function.
+</p>
+
+<h3 id="var">Variables</h3>
+
+ <p>Variables of supported types are reflected into the script class itself, located in
+<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. A set of accessor
+methods are generated for each variable. For example, if you declare the following variable in
+your Renderscript code:</p>
+ <pre>uint32_t unsignedInteger = 1;</pre>
+
+ <p>then the following code is generated:</p>
+
+<pre>
+private long mExportVar_unsignedInteger;
+public void set_unsignedInteger(long v){
+ mExportVar_unsignedInteger = v;
+ setVar(mExportVarIdx_unsignedInteger, v);
+}
+
+public long get_unsignedInteger(){
+ return mExportVar_unsignedInteger;
+}
+ </pre>
+
+
+ <h3 id="struct">Structs</h3>
+ <p>Structs are reflected into their own classes, located in
+ <code>&lt;project_root&gt;/gen/com/example/renderscript/ScriptField_struct_name</code>. This
+ class represents an array of the <code>struct</code> and allows you to allocate memory for a
+ specified number of <code>struct</code>s. For example, if you declare the following struct:</p>
+<pre>
+typedef struct Point {
+ float2 position;
+ float size;
+} Point_t;
+</pre>
+
+<p>then the following code is generated in <code>ScriptField_Point.java</code>:
+<pre>
+package com.example.android.rs.hellocompute;
+
+import android.renderscript.*;
+import android.content.res.Resources;
+
+ /**
+ * @hide
+ */
+public class ScriptField_Point extends android.renderscript.Script.FieldBase {
+
+ static public class Item {
+ public static final int sizeof = 12;
+
+ Float2 position;
+ float size;
+
+ Item() {
+ position = new Float2();
+ }
+ }
+
+ private Item mItemArray[];
+ private FieldPacker mIOBuffer;
+ public static Element createElement(RenderScript rs) {
+ Element.Builder eb = new Element.Builder(rs);
+ eb.add(Element.F32_2(rs), "position");
+ eb.add(Element.F32(rs), "size");
+ return eb.create();
+ }
+
+ public ScriptField_Point(RenderScript rs, int count) {
+ mItemArray = null;
+ mIOBuffer = null;
+ mElement = createElement(rs);
+ init(rs, count);
+ }
+
+ public ScriptField_Point(RenderScript rs, int count, int usages) {
+ mItemArray = null;
+ mIOBuffer = null;
+ mElement = createElement(rs);
+ init(rs, count, usages);
+ }
+
+ private void copyToArray(Item i, int index) {
+ if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count
+ */);
+ mIOBuffer.reset(index * Item.sizeof);
+ mIOBuffer.addF32(i.position);
+ mIOBuffer.addF32(i.size);
+ }
+
+ public void set(Item i, int index, boolean copyNow) {
+ if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */];
+ mItemArray[index] = i;
+ if (copyNow) {
+ copyToArray(i, index);
+ mAllocation.setFromFieldPacker(index, mIOBuffer);
+ }
+ }
+
+ public Item get(int index) {
+ if (mItemArray == null) return null;
+ return mItemArray[index];
+ }
+
+ public void set_position(int index, Float2 v, boolean copyNow) {
+ if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */);
+ if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */];
+ if (mItemArray[index] == null) mItemArray[index] = new Item();
+ mItemArray[index].position = v;
+ if (copyNow) {
+ mIOBuffer.reset(index * Item.sizeof);
+ mIOBuffer.addF32(v);
+ FieldPacker fp = new FieldPacker(8);
+ fp.addF32(v);
+ mAllocation.setFromFieldPacker(index, 0, fp);
+ }
+ }
+
+ public void set_size(int index, float v, boolean copyNow) {
+ if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */);
+ if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */];
+ if (mItemArray[index] == null) mItemArray[index] = new Item();
+ mItemArray[index].size = v;
+ if (copyNow) {
+ mIOBuffer.reset(index * Item.sizeof + 8);
+ mIOBuffer.addF32(v);
+ FieldPacker fp = new FieldPacker(4);
+ fp.addF32(v);
+ mAllocation.setFromFieldPacker(index, 1, fp);
+ }
+ }
+
+ public Float2 get_position(int index) {
+ if (mItemArray == null) return null;
+ return mItemArray[index].position;
+ }
+
+ public float get_size(int index) {
+ if (mItemArray == null) return 0;
+ return mItemArray[index].size;
+ }
+
+ public void copyAll() {
+ for (int ct = 0; ct &lt; mItemArray.length; ct++) copyToArray(mItemArray[ct], ct);
+ mAllocation.setFromFieldPacker(0, mIOBuffer);
+ }
+
+ public void resize(int newSize) {
+ if (mItemArray != null) {
+ int oldSize = mItemArray.length;
+ int copySize = Math.min(oldSize, newSize);
+ if (newSize == oldSize) return;
+ Item ni[] = new Item[newSize];
+ System.arraycopy(mItemArray, 0, ni, 0, copySize);
+ mItemArray = ni;
+ }
+ mAllocation.resize(newSize);
+ if (mIOBuffer != null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */);
+ }
+}
+</pre>
+
+<p>The generated code is provided to you as a convenience to allocate memory for structs requested
+by the Renderscript runtime and to interact with <code>struct</code>s
+in memory. Each <code>struct</code>'s class defines the following methods and constructors:</p>
+
+ <ul>
+ <li>Overloaded constructors that allow you to allocate memory. The
+ <code>ScriptField_<em>struct_name</em>(RenderScript rs, int count)</code> constructor allows
+ you to define the number of structures that you want to allocate memory for with the
+ <code>count</code> parameter. The <code>ScriptField_<em>struct_name</em>(RenderScript rs, int
+ count, int usages)</code> constructor defines an extra parameter, <code>usages</code>, that
+ lets you specify the memory space of this memory allocation. There are four memory space
+ possibilities:
+
+ <ul>
+ <li>{@link android.renderscript.Allocation#USAGE_SCRIPT}: Allocates in the script memory
+ space. This is the default memory space if you do not specify a memory space.</li>
+
+ <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE}: Allocates in the
+ texture memory space of the GPU.</li>
+
+ <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_VERTEX}: Allocates in the vertex
+ memory space of the GPU.</li>
+
+ <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_CONSTANTS}: Allocates in the
+ constants memory space of the GPU that is used by the various program objects.</li>
+ </ul>
+
+ <p>You can specify multiple memory spaces by using the bitwise <code>OR</code> operator. Doing so
+ notifies the Renderscript runtime that you intend on accessing the data in the
+ 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,
+ 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
+ <code>struct</code>, in the form of an object. This nested class is useful if it makes more sense to work
+ with the <code>struct</code> in your Android code. When you are done manipulating the object,
+ you can push the object to the allocated memory by calling <code>set(Item i, int index,
+ boolean copyNow)</code> and setting the <code>Item</code> to the desired position in
+the array. The Renderscript runtime automatically has access to the newly written memory.
+
+ <li>Accessor methods to get and set the values of each field in a struct. Each of these
+ accessor methods have an <code>index</code> parameter to specify the <code>struct</code> in
+ the array that you want to read or write to. Each setter method also has a
+<code>copyNow</code> parameter that specifies whether or not to immediately sync this memory
+to the Renderscript runtime. To sync any memory that has not been synced, call
+ <code>copyAll()</code>.</li>
+
+ <li>The <code>createElement()</code> method creates a description of the struct in memory. This
+ description is used to allocate memory consisting of one or many elements.</li>
+
+ <li><code>resize()</code> works much like a <code>realloc()</code> in C, allowing you to
+expand previously allocated memory, maintaining the current values that were previously
+created.</li>
+
+ <li><code>copyAll()</code> synchronizes memory that was set on the framework level to the
+Renderscript runtime. When you call a set accessor method on a member, there is an optional
+<code>copyNow</code> boolean parameter that you can specify. Specifying
+ <code>true</code> synchronizes the memory when you call the method. If you specify false,
+ you can call <code>copyAll()</code> once, and it synchronizes memory for all the
+properties that are not yet synchronized.</li>
+ </ul>
+
+ <h3 id="pointer">Pointers</h3>
+ <p>Pointers are reflected into the script class itself, located in
+<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. You
+can declare pointers to a <code>struct</code> or any of the supported Renderscript types, but a
+<code>struct</code> cannot contain pointers or nested arrays. For example, if you declare the
+following pointers to a <code>struct</code> and <code>int32_t</code></p>
+
+<pre>
+typedef struct Point {
+ float2 position;
+ float size;
+} Point_t;
+
+Point_t *touchPoints;
+int32_t *intPointer;
+</pre>
+ <p>then the following code is generated in:</p>
+
+<pre>
+private ScriptField_Point mExportVar_touchPoints;
+public void bind_touchPoints(ScriptField_Point v) {
+ mExportVar_touchPoints = v;
+ if (v == null) bindAllocation(null, mExportVarIdx_touchPoints);
+ else bindAllocation(v.getAllocation(), mExportVarIdx_touchPoints);
+}
+
+public ScriptField_Point get_touchPoints() {
+ return mExportVar_touchPoints;
+}
+
+private Allocation mExportVar_intPointer;
+public void bind_intPointer(Allocation v) {
+ mExportVar_intPointer = v;
+ if (v == null) bindAllocation(null, mExportVarIdx_intPointer);
+ else bindAllocation(v, mExportVarIdx_intPointer);
+}
+
+public Allocation get_intPointer() {
+ return mExportVar_intPointer;
+}
+ </pre>
+
+<p>A <code>get</code> method and a special method named <code>bind_<em>pointer_name</em></code>
+(instead of a <code>set()</code> method) is generated. This method allows you to bind the memory
+that is allocated in the Android VM to the Renderscript runtime (you cannot allocate
+memory in your <code>.rs</code> file). For more information, see <a href="#memory">Working
+with Allocated Memory</a>.
+</p>
+
+
+ <h2 id="mem-allocation">Memory Allocation APIs</h2>
+
+ <p>Applications that use Renderscript still run in the Android VM. The actual Renderscript code, however, runs natively and
+ needs access to the memory allocated in the Android VM. To accomplish this, you must
+ attach the memory that is allocated in the VM to the Renderscript runtime. This
+process, called binding, allows the Renderscript runtime to seamlessly work with memory that it
+requests but cannot explicitly allocate. The end result is essentially the same as if you had
+called <code>malloc</code> in C. The added benefit is that the Android VM can carry out garbage collection as well as
+share memory with the Renderscript runtime layer. Binding is only necessary for dynamically allocated memory. Statically
+allocated memory is automatically created for your Renderscript code at compile time. See <a href="#figure1">Figure 1</a>
+for more information on how memory allocation occurs.
+</p>
+
+ <p>To support this memory allocation system, there are a set of APIs that allow the Android VM to
+allocate memory and offer similar functionality to a <code>malloc</code> call. These classes
+essentially describe how memory should be allocated and also carry out the allocation. To better
+understand how these classes work, it is useful to think of them in relation to a simple
+<code>malloc</code> call that can look like this: </p>
+
+ <pre>array = (int *)malloc(sizeof(int)*10);</pre>
+
+ <p>The <code>malloc</code> call can be broken up into two parts: the size of the memory being allocated (<code>sizeof(int)</code>),
+ along with how many units of that memory should be allocated (10). The Android framework provides classes for these two parts as
+ well as a class to represent <code>malloc</code> itself.</p>
+
+ <p>The {@link android.renderscript.Element} class represents the (<code>sizeof(int)</code>) portion
+ of the <code>malloc</code> call and encapsulates one cell of a memory allocation, such as a single
+ float value or a struct. The {@link android.renderscript.Type} class encapsulates the {@link android.renderscript.Element}
+ and the amount of elements to allocate (10 in our example). You can think of a {@link android.renderscript.Type} as
+ an array of {@link android.renderscript.Element}s. The {@link android.renderscript.Allocation} class does the actual
+ memory allocation based on a given {@link android.renderscript.Type} and represents the actual allocated memory.</p>
+
+ <p>In most situations, you do not need to call these memory allocation APIs directly. The reflected layer
+ classes generate code to use these APIs automatically and all you need to do to allocate memory is call a
+ constructor that is declared in one of the reflected layer classes and then bind
+ the resulting memory {@link android.renderscript.Allocation} to the Renderscript.
+ There are some situations where you would want to use these classes directly to allocate memory on your
+ own, such as loading a bitmap from a resource or when you want to allocate memory for pointers to
+ primitive types. You can see how to do this in the
+ <a href="#allocating-mem">Allocating and binding memory to the Renderscript</a> section.
+ The following table describes the three memory management classes in more detail:</p>
+
+ <table id="mem-mgmt-table">
+ <tr>
+ <th>Android Object Type</th>
+
+ <th>Description</th>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Element}</td>
+
+ <td>
+ <p>An element describes one cell of a memory allocation and can have two forms: basic or
+ complex.</p>
+
+ <p>A basic element contains a single component of data of any valid Renderscript data type.
+ Examples of basic element data types include a single <code>float</code> value, a <code>float4</code> vector, or a
+ single RGB-565 color.</p>
+
+ <p>Complex elements contain a list of basic elements and are created from
+ <code>struct</code>s that you declare in your Renderscript code. For instance an allocation
+ can contain multiple <code>struct</code>s arranged in order in memory. Each struct is considered as its
+ own element, rather than each data type within that struct.</p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Type}</td>
+
+ <td>
+ <p>A type is a memory allocation template and consists of an element and one or more
+ dimensions. It describes the layout of the memory (basically an array of {@link
+ android.renderscript.Element}s) but does not allocate the memory for the data that it
+ describes.</p>
+
+ <p>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.</p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Allocation}</td>
+
+ <td>
+ <p>An allocation provides the memory for applications based on a description of the memory
+ that is represented by a {@link android.renderscript.Type}. Allocated memory can exist in
+ many memory spaces concurrently. If memory is modified in one space, you must explicitly
+ synchronize the memory, so that it is updated in all the other spaces in which it exists.
+ </p>
+
+ <p>Allocation data is uploaded in one of two primary ways: type checked and type unchecked.
+ For simple arrays there are <code>copyFrom()</code> functions that take an array from the
+ Android system and copy it to the native layer memory store. The unchecked variants allow
+ the Android system to copy over arrays of structures because it does not support
+ structures. For example, if there is an allocation that is an array of n floats, the data
+ contained in a float[n] array or a <code>byte[n*4]</code> array can be copied.</p>
+ </td>
+ </tr>
+ </table>
+
+ <h2 id="memory">Working with Memory</h2>
+
+<p>Non-static, global variables that you declare in your Renderscript are allocated memory at compile time.
+You can work with these variables directly in your Renderscript code without having to allocate
+memory for them at the Android framework level. The Android framework layer also has access to these variables
+with the provided accessor methods that are generated in the reflected layer classes. If these variables are
+initialized at the Renderscript runtime layer, those values are used to initialize the corresponding
+values in the Android framework layer. If global variables are marked as const, then a <code>set</code> method is
+not generated.</p>
+
+
+<p class="note"><strong>Note:</strong> If you are using certain Renderscript structures that contain pointers, such as
+<code>rs_program_fragment</code> and <code>rs_allocation</code>, you have to obtain an object of the
+corresponding Android framework class first and then call the <code>set</code> method for that
+structure to bind the memory to the Renderscript runtime. You cannot directly manipulate these structures
+at the Renderscript runtime layer. This restriction is not applicable to user-defined structures
+that contain pointers, because they cannot be exported to a reflected layer class
+in the first place. A compiler error is generated if you try to declare a non-static, global
+struct that contains a pointer.
+</p>
+
+<p>Renderscript also has support for pointers, but you must explicitly allocate the memory in your
+Android framework code. When you declare a global pointer in your <code>.rs</code> file, you
+allocate memory through the appropriate reflected layer class and bind that memory to the native
+Renderscript layer. You can interact with this memory from the Android framework layer as well as
+the Renderscript layer, which offers you the flexibility to modify variables in the most
+appropriate layer.</p>
+
+
+
+ <h3 id="allocating-mem">Allocating and binding dynamic memory to the Renderscript</h3>
+
+ <p>To allocate dynamic memory, you need to call the constructor of a
+ {@link android.renderscript.Script.FieldBase} class, which is the most common way. An alternative is to create an
+ {@link android.renderscript.Allocation} manually, which is required for things such as primitive type pointers. You should
+ use a {@link android.renderscript.Script.FieldBase} class constructor whenever available for simplicity.
+ After obtaining a memory allocation, call the reflected <code>bind</code> method of the pointer to bind the allocated memory to the
+ Renderscript runtime.</p>
+ <p>The example below allocates memory for both a primitive type pointer,
+ <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 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;
+ resources = res;
+
+ //allocate memory for the struct pointer, calling the constructor
+ ScriptField_Point touchPoints = new ScriptField_Point(glRenderer, 2);
+
+ //Create an element manually and allocate memory for the int pointer
+ intPointer = Allocation.createSized(glRenderer, Element.I32(glRenderer), 2);
+
+ //create an instance of the Renderscript, pointing it to the bytecode resource
+ mScript = new ScriptC_example(glRenderer, resources, R.raw.example);
+
+ //bind the struct and int pointers to the Renderscript
+ mScript.bind_touchPoints(touchPoints);
+ script.bind_intPointer(intPointer);
+
+ ...
+}
+</pre>
+
+ <h3>Reading and writing to memory</h3>
+ <p>You can read and write to statically and dynamically allocated memory both at the Renderscript runtime
+ and Android framework layer.</p>
+
+<p>Statically allocated memory comes with a one-way communication restriction
+at the Renderscript runtime level. When Renderscript code changes the value of a variable, it is not
+communicated back to the Android framework layer for efficiency purposes. The last value
+that is set from the Android framework is always returned during a call to a <code>get</code>
+method. However, when Android framework code modifies a variable, that change can be communicated to
+the Renderscript runtime automatically or synchronized at a later time. If you need to send data
+from the Renderscript runtime to the Android framework layer, you can use the
+<a href="{@docRoot}reference/renderscript/rs__core_8rsh.html"><code>rsSendToClient()</code></a> function
+to overcome this limitation.
+</p>
+<p>When working with dynamically allocated memory, any changes at the Renderscript runtime layer are propagated
+back to the Android framework layer if you modified the memory allocation using its associated pointer.
+Modifying an object at the Android framework layer immediately propagates that change back to the Renderscript
+runtime layer.</p>
+
+ <h4>Reading and writing to global variables</h4>
+
+ <p>Reading and writing to global variables is a straightforward process. You can use the accessor methods
+ at the Android framework level or set them directly in the Renderscript code. Keep in mind that any
+ changes that you make in your Renderscript code are not propagated back to the Android framework layer.</p>
+
+ <p>For example, given the following struct declared in a file named <code>rsfile.rs</code>:</p>
+<pre>
+typedef struct Point {
+ int x;
+ int y;
+} Point_t;
+
+Point_t point;
+
+</pre>
+<p>You can assign values to the struct like this directly in <code>rsfile.rs</code>. These values are not
+propagated back to the Android framework level:</p>
+<pre>
+point.x = 1;
+point.y = 1;
+</pre>
+
+<p>You can assign values to the struct at the Android framework layer like this. These values are
+propagated back to the Renderscript runtime level:</p>
+<pre>
+ScriptC_rsfile mScript;
+
+...
+
+Item i = new ScriptField_Point.Item();
+i.x = 1;
+i.y = 1;
+mScript.set_point(i);
+</pre>
+
+<p>You can read the values in your Renderscript code like this:</p>
+
+<pre>
+rsDebug("Printing out a Point", point.x, point.y);
+</pre>
+
+<p>You can read the values in the Android framework layer with the following code. Keep in mind that this
+code only returns a value if one was set at the Android framework level. You will get a null pointer
+exception if you only set the value at the Renderscript runtime level:</p>
+
+<pre>
+Log.i("TAGNAME", "Printing out a Point: " + mScript.get_point().x + " " + mScript.get_point().y);
+System.out.println(point.get_x() + " " + point.get_y());
+</pre>
+
+<h4>Reading and writing global pointers</h4>
+
+<p>Assuming that memory has been allocated in the Android framework level and bound to the Renderscript runtime,
+you can read and write memory from the Android framework level by using the <code>get</code> and <code>set</code> methods for that pointer.
+In the Renderscript runtime layer, you can read and write to memory with pointers as normal and the changes are propagated
+back to the Android framework layer, unlike with statically allocated memory.</p>
+
+<p>For example, given the following pointer to a <code>struct</code> in a file named <code>rsfile.rs</code>:</p>
+<pre>
+typedef struct Point {
+ int x;
+ int y;
+} Point_t;
+
+Point_t *point;
+</pre>
+
+<p>Assuming you already allocated memory at the Android framework layer, you can access values in
+the <code>struct</code> as normal. Any changes you make to the struct via its pointer variable
+are automatically available to the Android framework layer:</p>
+
+<pre>
+point[index].x = 1;
+point[index].y = 1;
+</pre>
+
+<p>You can read and write values to the pointer at the Android framework layer as well:
+<pre>
+ScriptField_Point p = new ScriptField_Point(mRS, 1);
+ Item i = new ScriptField_Point.Item();
+ i.x=100;
+ i.y = 100;
+ p.set(i, 0, true);
+ mScript.bind_point(p);
+
+ points.get_x(0); //read x and y from index 0
+ points.get_x(0);
+</pre>
+
+<p>Once memory is already bound, you do not have to rebind the memory to the Renderscript
+runtime every time you make a change to a value.</p>
diff --git a/docs/html/guide/topics/graphics/renderscript/reference.jd b/docs/html/guide/topics/graphics/renderscript/reference.jd
new file mode 100644
index 0000000..a0a9df2
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript/reference.jd
@@ -0,0 +1,18 @@
+page.title=Runtime API Reference
+@jd:body
+
+<script language="JavaScript">
+
+function autoResize(element){
+ var newheight;
+ var newwidth;
+
+ newheight = element.contentWindow.document.body.scrollHeight + 20;
+ newwidth = element.contentWindow.document.body.scrollWidth;
+ element.height = (newheight) + "px";
+ element.width = (newwidth) + "px";
+}
+</script>
+
+
+<iframe SRC="{@docRoot}reference/renderscript/index.html" width="100%" id="iframe" marginheight="0" frameborder="0" onLoad="autoResize(this);"></iframe>