diff options
Diffstat (limited to 'docs/html/guide/topics/graphics/renderscript/compute.jd')
-rw-r--r-- | docs/html/guide/topics/graphics/renderscript/compute.jd | 253 |
1 files changed, 0 insertions, 253 deletions
diff --git a/docs/html/guide/topics/graphics/renderscript/compute.jd b/docs/html/guide/topics/graphics/renderscript/compute.jd deleted file mode 100644 index e827f00..0000000 --- a/docs/html/guide/topics/graphics/renderscript/compute.jd +++ /dev/null @@ -1,253 +0,0 @@ -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><project_root>/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; - - @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, &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> |