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Diffstat (limited to 'rs/java/android/renderscript/ProgramFragment.java')
-rw-r--r-- | rs/java/android/renderscript/ProgramFragment.java | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/rs/java/android/renderscript/ProgramFragment.java b/rs/java/android/renderscript/ProgramFragment.java new file mode 100644 index 0000000..4bb527b --- /dev/null +++ b/rs/java/android/renderscript/ProgramFragment.java @@ -0,0 +1,99 @@ +/* + * 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(long 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(); + long[] tmp = new long[(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]; + } + + long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp); + ProgramFragment pf = new ProgramFragment(id, mRS); + initProgram(pf); + return pf; + } + } +} + + + |