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Diffstat (limited to 'rs/java/android/renderscript/ProgramVertex.java')
-rw-r--r-- | rs/java/android/renderscript/ProgramVertex.java | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/rs/java/android/renderscript/ProgramVertex.java b/rs/java/android/renderscript/ProgramVertex.java new file mode 100644 index 0000000..d3a51de --- /dev/null +++ b/rs/java/android/renderscript/ProgramVertex.java @@ -0,0 +1,158 @@ +/* + * 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. + */ + +/** + * @hide + * <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; + + +import android.graphics.Matrix; +import android.util.Log; + + +/** + * @hide + * @deprecated in API 16 + * ProgramVertex, also know as a vertex shader, describes a + * stage in the graphics pipeline responsible for manipulating + * geometric data in a user-defined way. + * + **/ +public class ProgramVertex extends Program { + + ProgramVertex(long id, RenderScript rs) { + super(id, rs); + } + + /** + * @deprecated in API 16 + * @return number of input attribute elements + */ + public int getInputCount() { + return mInputs != null ? mInputs.length : 0; + } + + /** + * @deprecated in API 16 + * @param slot location of the input to return + * @return input attribute element + */ + public Element getInput(int slot) { + if (slot < 0 || slot >= mInputs.length) { + throw new IllegalArgumentException("Slot ID out of range."); + } + return mInputs[slot]; + } + + /** + * @hide + * @deprecated in API 16 + * Builder class for creating ProgramVertex objects. + * The builder starts empty and the user must minimally provide + * the GLSL shader code, and the varying inputs. Constant, or + * uniform parameters to the shader may optionally be provided as + * well. + * + **/ + 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 + * Add varying inputs to the program + * + * @param e element describing the layout of the varying input + * structure + * @return self + */ + public Builder addInput(Element e) throws IllegalStateException { + // Should check for consistant and non-conflicting names... + if(mInputCount >= MAX_INPUT) { + throw new RSIllegalArgumentException("Max input count exceeded."); + } + if (e.isComplex()) { + throw new RSIllegalArgumentException("Complex elements not allowed."); + } + mInputs[mInputCount++] = e; + return this; + } + + /** + * @deprecated in API 16 + * Creates ProgramVertex from the current state of the builder + * + * @return ProgramVertex + */ + public ProgramVertex 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.nProgramVertexCreate(mShader, texNames, tmp); + ProgramVertex pv = new ProgramVertex(id, mRS); + initProgram(pv); + return pv; + } + } + +} |