summaryrefslogtreecommitdiffstats
path: root/rs/java/android/renderscript/ProgramFragment.java
diff options
context:
space:
mode:
Diffstat (limited to 'rs/java/android/renderscript/ProgramFragment.java')
-rw-r--r--rs/java/android/renderscript/ProgramFragment.java99
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;
+ }
+ }
+}
+
+
+