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Diffstat (limited to 'graphics/java/android/renderscript/ProgramVertex.java')
-rw-r--r-- | graphics/java/android/renderscript/ProgramVertex.java | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/graphics/java/android/renderscript/ProgramVertex.java b/graphics/java/android/renderscript/ProgramVertex.java index a965b81..55653f7 100644 --- a/graphics/java/android/renderscript/ProgramVertex.java +++ b/graphics/java/android/renderscript/ProgramVertex.java @@ -14,6 +14,27 @@ * limitations under the License. */ + /** + * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in + * the graphics pipeline responsible for manipulating geometric data in a user-defined way. + * The object is constructed by providing the Renderscript system with the following data:</p> + * <ul> + * <li>Element describing its varying inputs or attributes</li> + * <li>GLSL shader string that defines the body of the program</li> + * <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li> + * </ul> + * + * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be 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. The Renderscript library 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 Element and the Mesh object 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 runtime takes care of connecting the + * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p> + * + **/ package android.renderscript; |