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Diffstat (limited to 'graphics/java/android/renderscript/ProgramFragment.java')
-rw-r--r-- | graphics/java/android/renderscript/ProgramFragment.java | 99 |
1 files changed, 0 insertions, 99 deletions
diff --git a/graphics/java/android/renderscript/ProgramFragment.java b/graphics/java/android/renderscript/ProgramFragment.java deleted file mode 100644 index b9ba3fd..0000000 --- a/graphics/java/android/renderscript/ProgramFragment.java +++ /dev/null @@ -1,99 +0,0 @@ -/* - * Copyright (C) 2008 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -package android.renderscript; - - -import android.util.Log; - - -/** - * @hide - * @deprecated in API 16 - * <p>The RenderScript fragment program, also known as 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, textures inputs, and a Type object - * that describes the constants used by the program. Similar to the vertex programs, - * when an allocation with constant input values is bound to the shader, its values - * are sent to the graphics program automatically.</p> - * <p> The values inside the allocation are not explicitly tracked. If they change between two draw - * calls using the same program object, the runtime needs to be notified of that - * change by calling rsgAllocationSyncAll so it could 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 - * varTex0, the GLSL code inside the program vertex must provide it. - * </p> - * - **/ -public class ProgramFragment extends Program { - ProgramFragment(int id, RenderScript rs) { - super(id, rs); - } - - /** - * @deprecated in API 16 - */ - public static class Builder extends BaseProgramBuilder { - /** - * @deprecated in API 16 - * Create a builder object. - * - * @param rs Context to which the program will belong. - */ - public Builder(RenderScript rs) { - super(rs); - } - - /** - * @deprecated in API 16 - * Creates ProgramFragment from the current state of the builder - * - * @return ProgramFragment - */ - public ProgramFragment create() { - mRS.validate(); - int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2]; - String[] texNames = new String[mTextureCount]; - int idx = 0; - - for (int i=0; i < mInputCount; i++) { - tmp[idx++] = ProgramParam.INPUT.mID; - tmp[idx++] = mInputs[i].getID(mRS); - } - for (int i=0; i < mOutputCount; i++) { - tmp[idx++] = ProgramParam.OUTPUT.mID; - tmp[idx++] = mOutputs[i].getID(mRS); - } - for (int i=0; i < mConstantCount; i++) { - tmp[idx++] = ProgramParam.CONSTANT.mID; - tmp[idx++] = mConstants[i].getID(mRS); - } - for (int i=0; i < mTextureCount; i++) { - tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID; - tmp[idx++] = mTextureTypes[i].mID; - texNames[i] = mTextureNames[i]; - } - - int id = mRS.nProgramFragmentCreate(mShader, texNames, tmp); - ProgramFragment pf = new ProgramFragment(id, mRS); - initProgram(pf); - return pf; - } - } -} - - - |