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-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>