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+/*
+ * 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;
+ }
+ }
+
+}