page.title=3D Rendering and Computation with Renderscript parent.title=Graphics parent.link=index.html @jd:body
The Renderscript system offers high performance 3D rendering and mathematical computations at
the native level. The Renderscript APIs are intended for developers who are comfortable with
developing in C (C99 standard) and want to maximize performance in their applications. The
Renderscript system improves performance by running as native code on the device, but it also
features cross-platform functionality. To achieve this, the Android build tools compile your
Renderscript .rs file to intermediate bytecode and package it inside your
application's .apk file. On the device, the bytecode is compiled (just-in-time) to
machine code that is further optimized for the device that it is running on. This eliminates the
need to target a specific architecture during the development process. The compiled code on the
device is cached, so subsequent uses of the Renderscript enabled application do not recompile the
intermediate code.
The disadvantage of the Renderscript system is that it adds complexity to the development and debugging processes and is not a substitute for the Android system APIs. It is a portable native language with pointers and explicit resource management. The target use is for performance critical code where the existing Android APIs are not sufficient. If what you are rendering or computing is very simple and does not require much processing power, you should still use the Android APIs for ease of development. Debugging visibility can be limited, because the Renderscript system can execute on processors other than the main CPU (such as the GPU), so if this occurs, debugging becomes more difficult. Remember the tradeoffs between development and debugging complexity versus performance when deciding to use Renderscript.
For an example of Renderscript in action, see the 3D carousel view in the Android 3.0 versions
of Google Books and YouTube or install the Renderscript sample applications that are shipped with
the SDK in <sdk_root>/platforms/android-3.0/samples.
The Renderscript system adopts a control and slave architecture where the low-level native code is controlled by the higher level Android system that runs in the virtual machine (VM). When you use the Renderscript system, there are three layers of APIs that exist:
.rs files
that you write to compute mathematical operations, render graphics, or both. This layer does
the intensive computation or graphics rendering and returns the result back to the Android VM
through the reflected layer.To fully understand how the Renderscript system works, you must understand how the reflected layer is generated and how it interacts with the native Renderscript layer and Android system layer. The reflected layer provides the entry points into the native code, enabling the Android system code to give high level commands like, "rotate the view" or "filter the bitmap." It delegates all the heavy lifting to the native layer. To accomplish this, you need to create logic to hook together all of these layers so that they can correctly communicate.
At the root of everything is your Renderscript, which is the actual C code that you write and
save to a .rs file in your project. There are two kinds of Renderscripts: compute
and graphics. A compute Renderscript does not do any graphics rendering while a graphics
Renderscript does.
When you create a Renderscript .rs file, an equivalent, reflective layer class,
{@link android.renderscript.ScriptC}, is generated by the build tools and exposes the native
functions to the Android system. This class is named
ScriptC_renderscript_filename. The following list describes the major
components of your native Renderscript code that is reflected:
.rs file) are reflected into
ScriptC_renderscript_filename of type {@link
android.renderscript.ScriptC}.ScriptC_renderscript_filename.
Accessor methods are generated, so the Android system layer can access the values.
The get() method comes with a one-way communication restriction.
The Android system layer always caches the last value that is set and returns that during a call to get.
If the native Renderscript code has changed the value, the change does propagate back to the Android system layer
for efficiency. If the global variables are initialized in the native Renderscript code, those values are used
to initialize the Android system versions. If global variables are marked as const,
then a set() method is not generated.
ScriptField_struct_name of type {@link
android.renderscript.Script.FieldBase}.The Android system also has a corresponding Renderscript context object, {@link android.renderscript.RenderScript} (for a compute Renderscript) or {@link android.renderscript.RenderScriptGL} (for a graphics Renderscript). This context object allows you to bind to the reflected Renderscript class, so that the Renderscript context knows what its corresponding native Renderscript is. If you have a graphics Renderscript context, you can also specify a variety of Programs (stages in the graphics pipeline) to tweek how your graphics are rendered. A graphics Renderscript context also needs a surface to render on, {@link android.renderscript.RSSurfaceView}, which gets passed into its constructor. When all three of the layers are connected, the Renderscript system can compute or render graphics.
Renderscript code is compiled and executed in a compact and well defined runtime, which has access to a limited amount of functions. Renderscript cannot use the NDK or standard C functions, because these functions are assumed to be running on a standard CPU. The Renderscript runtime chooses the best processor to execute the code, which may not be the CPU, so it cannot guarantee support for standard C libraries. What Renderscript does offer is an API that supports intensive computation with an extensive collection of math APIs. Some key features of the Renderscript APIs are:
The Renderscript headers are located in the include and
clang-include directories in the
<sdk_root>/platforms/android-3.0/renderscript directory of the Android SDK.
The headers are automatically included for you, except for the graphics specific header,
which you can define as follows:
#include "rs_graphics.rsh"
Some key features of the native Renderscript libraries include:
These classes are not generated by the reflection process, and are actually part of the Android system APIs, but they are mainly used by the reflective layer classes to handle memory allocation and management for your Renderscript. You normally do not need to be call these classes directly.
Because of the constraints of the Renderscript native layer, you cannot do any dynamic
memory allocation in your Renderscript .rs file.
The native Renderscript layer can request memory from the Android system layer, which allocates memory
for you and does reference counting to figure out when to free the memory. A memory allocation
is taken care of by the {@link android.renderscript.Allocation} class and memory is requested
in your Renderscript code with the the rs_allocation type.
All references to Renderscript objects are counted, so when your Renderscript native code
or system code no longer references a particular {@link android.renderscript.Allocation}, it destroys itself.
Alternatively, you can call {@link android.renderscript.Allocation#destroy destroy()} from the
Android system level, which decreases the reference to the {@link android.renderscript.Allocation}.
If no references exist after the decrease, the {@link android.renderscript.Allocation} destroys itself.
The Android system object, which at this point is just an empty shell, is eventually garbage collected.
The following classes are mainly used by the reflective layer classes:
| Android Object Type | Renderscript Native Type | Description |
|---|---|---|
| {@link android.renderscript.Element} | rs_element |
An {@link android.renderscript.Element} is the most basic element of a memory type. An
element represents one cell of a memory allocation. An element can have two forms: Basic or
Complex. They are typically created from C structures that are used within Renderscript
code and cannot contain pointers or nested arrays. The other common source of elements is
bitmap formats.
A basic element contains a single component of data of any valid Renderscript data type. Examples of basic element data types include a single float value, a float4 vector, or a single RGB-565 color. Complex elements contain a list of sub-elements and names that is basically a reflection
of a C struct. You access the sub-elements by name from a script or vertex program. The
most basic primitive type determines the data alignment of the structure. For example, a
float4 vector is alligned to |
| {@link android.renderscript.Type} | rs_type | A Type is an allocation template that consists of an element and one or more dimensions. It describes the layout of the memory but does not allocate storage for the data that it describes. A Type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of a cube map). You can assign the X,Y,Z dimensions to any positive integer value within the constraints of available memory. A single dimension allocation has an X dimension of greater than zero while the Y and Z dimensions are zero to indicate not present. For example, an allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is considered one dimensional. The LOD and Faces dimensions are booleans to indicate present or not present. |
| {@link android.renderscript.Allocation} | rs_allocation |
An {@link android.renderscript.Allocation} provides the memory for applications. An {@link
android.renderscript.Allocation} allocates memory based on a description of the memory that
is represented by a {@link android.renderscript.Type}. The {@link
android.renderscript.Type} describes an array of {@link android.renderscript.Element}s that
represent the memory to be allocated. Allocations are the primary way data moves into and
out of scripts.
Memory is user-synchronized and it's possible for allocations to exist in multiple memory spaces concurrently. For example, if you make a call to the graphics card to load a bitmap, you give it the bitmap to load from in the system memory. After that call returns, the graphics memory contains its own copy of the bitmap so you can choose whether or not to maintain the bitmap in the system memory. If the Renderscript system modifies an allocation that is used by other targets, it must call {@link android.renderscript#syncAll syncAll()} to push the updates to the memory. Otherwise, the results are undefined. Allocation data is uploaded in one of two primary ways: type checked and type unchecked.
For simple arrays there are |
| {@link android.renderscript.Script} | rs_script | Renderscript scripts do much of the work in the native layer. This class is generated
from a Renderscript file that has the .rs file extension. This class is named
ScriptC_rendersript_filename when it gets generated. |
Renderscript provides a number of graphics APIs for hardware-accelerated 3D rendering. The
Renderscript graphics APIs include a stateful context, {@link
android.renderscript.RenderScriptGL} that contains the current rendering state. The primary state
consists of the objects that are attached to the rendering context, which are the graphics Renderscript
and the four program types. The main working function of the graphics Renderscript is the code that is
defined in the root() function. The root() function is called each time the surface goes through a frame
refresh. The four program types mirror a traditional graphical rendering pipeline and are:
Graphical scripts have more properties beyond a basic computational script, and they call the
'rsg'-prefixed functions defined in the rs_graphics.rsh header file. A graphics
Renderscript can also set four pragmas that control the default bindings to the {@link
android.renderscript.RenderScriptGL} context when the script is executing:
The possible values are parent or default for each pragma. Using
default says that when a script is executed, the bindings to the graphical context
are the system defaults. Using parent says that the state should be the same as it
is in the calling script. If this is a root script, the parent
state is taken from the bind points as set in the {@link android.renderscript.RenderScriptGL}
bind methods in the control environment (VM environment).
For example, you can define this at the top of your native Renderscript code:
#pragma stateVertex(parent) #pragma stateStore(parent)
The following table describes the major graphics specific APIs that are available to you:
| Android Object Type | Renderscript Native Type | Description |
|---|---|---|
| {@link android.renderscript.ProgramVertex} | rs_program_vertex |
The Renderscript vertex program, also known as a vertex shader, describes the stage in the
graphics pipeline responsible for manipulating geometric data in a user-defined way. The
object is constructed by providing Renderscript with the following data:
Once the program is created, bind it to the graphics context. It is then 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 run-time would take care of connecting the two. Unlike OpenGL, there is no need to link the vertex and fragment programs. To bind shader constructs to the Program, declare a struct containing the necessary shader constants in your native Renderscript code. This struct is generated into a reflected class that you can use as a constant input element during the Program's creation. It is an easy way to create an instance of this struct as an allocation. You would then bind this Allocation to the Program and the Renderscript system sends the data that is contained in the struct to the hardware when necessary. To update shader constants, you change the values in the Allocation and notify the native Renderscript code of the change. |
| {@link android.renderscript.ProgramFragment} | rs_program_fragment | The Renderscript fragment program, also known as the 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 describing the constants used
by the program. Like the vertex programs, when an allocation with constant input values is
bound to the shader, its values are sent to the graphics program automatically. Note that the
values inside the allocation are not explicitly tracked. If they change between two draw
calls using the same program object, notify the runtime 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.
To bind shader constructs to the this Program, declare a struct containing the necessary shader constants in your native Renderscript code. This struct is generated into a reflected class that you can use as a constant input element during the Program's creation. It is an easy way to create an instance of this struct as an allocation. You would then bind this Allocation to the Program and the Renderscript system sends the data that is contained in the struct to the hardware when necessary. To update shader constants, you change the values in the Allocation and notify the native Renderscript code of the change. |
| {@link android.renderscript.ProgramStore} | rs_program_store | The Renderscript ProgramStore contains a set of parameters that control how the graphics hardware writes to the framebuffer. It could be used to enable/disable depth writes and testing, setup various blending modes for effects like transparency and define write masks for color components. |
| {@link android.renderscript.ProgramRaster} | rs_program_raster | Program raster is primarily used to specify whether point sprites are enabled and to control the culling mode. By default back faces are culled. |
| {@link android.renderscript.Sampler} | rs_sampler | A Sampler object defines how data is extracted from textures. Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture whose sampling they control. These objects are used to specify such things as edge clamping behavior, whether mip-maps are used and the amount of anisotropy required. There may be situations where hardware limitations prevent the exact behavior from being matched. In these cases, the runtime attempts to provide the closest possible approximation. For example, the user requested 16x anisotropy, but only 8x was set because it’s the best available on the hardware. |
| {@link android.renderscript.Mesh} | rs_mesh | A collection of allocations that represent vertex data (positions, normals, texture coordinates) and index data such as triangles and lines. Vertex data can be interleaved within one allocation, provided separately as multiple allocation objects, or done as a combination of the above. The layout of these allocations will be extracted from their Elements. When a vertex channel name matches an input in the vertex program, Renderscript automatically connects the two. Moreover, even allocations that cannot be directly mapped to graphics hardware can be stored as part of the mesh. Such allocations can be used as a working area for vertex-related computation and will be ignored by the hardware. Parts of the mesh could be rendered with either explicit index sets or primitive types. |
| {@link android.renderscript.Font} | rs_font |
This class gives you a way to draw hardware accelerated text. Internally, the glyphs are rendered using the Freetype library, and an internal cache of rendered glyph bitmaps is maintained. Each font object represents a combination of a typeface and point sizes. Multiple font objects can be created to represent faces such as bold and italic and to create different font sizes. During creation, the framework determines the device screen's DPI to ensure proper sizing across multiple configurations. Font rendering can impact performance. Even though though the state changes are transparent to the user, they are happening internally. It is more efficient to render large batches of text in sequence, and it is also more efficient to render multiple characters at once instead of one by one. Font color and transparency are not part of the font object and can be freely modified in the script to suit the your needs. Font colors work as a state machine, and every new call to draw text will use the last color set in the script. |
The basic workflow of developing a Renderscript application is:
<sdk_root>/platforms/android-3.0/renderscript.android tool.src folder of the Android project so that the
build tools can generate the reflective layer classes.To see how a simple Renderscript application is put together, see The
Hello World Renderscript Graphics Application. The SDK also ships with many Renderscript
samples in the<sdk_root>/samples/android-3.0/ directory.
This small application demonstrates the structure of a simple Renderscript application. You
can model your Renderscript application after the basic structure of this application. You can
find the complete source in the SDK in the
<android-sdk>/platforms/android-3.0/samples/HelloWorldRS directory. The
application uses Renderscript to draw the string, "Hello World!" to the screen and redraws the
text whenever the user touches the screen at the location of the touch. This application is only
a demonstration and you should not use the Renderscript system to do something this trivial. The
application contains the following source files:
HelloWorld: The main Activity for the application. This class is present to
provide Activity lifecycle management. It mainly delegates work to HelloWorldView, which is the
Renderscript surface that the sample actually draws on.HelloWorldView: The Renderscript surface that the graphics render on. If you
are using Renderscript for graphics rendering, you must have a surface to render on. If you are
using it for computatational operations only, then you do not need this.HelloWorldRS: The class that calls the native Renderscript code through high
level entry points that are generated by the Android build tools.helloworld.rs: The Renderscript native code that draws the text on the
screen.The <project_root>/gen directory contains the reflective layer classes
that are generated by the Android build tools. You will notice a
ScriptC_helloworld class, which is the reflective version of the Renderscript
and contains the entry points into the helloworld.rs native code. This file does
not appear until you run a build.
Each file has its own distinct use. The following section demonstrates in detail how the sample works:
helloworld.rshelloworld.rs file. Every
.rs file must contain two pragmas that define the version of Renderscript
that it is using (1 is the only version for now), and the package name that the reflected
classes should be generated with. For example:
#pragma version(1) #pragma rs java_package_name(com.my.package.name)
An .rs file can also declare two special functions:
init(): This function is called once for each instance of this Renderscript
file that is loaded on the device, before the script is accessed in any other way by the
Renderscript system. The init() is ideal for doing one time setup after the
machine code is loaded such as initializing complex constant tables. The
init() function for the helloworld.rs script sets the initial
location of the text that is rendered to the screen:
void init(){
gTouchX = 50.0f;
gTouchY = 50.0f;
}
root(): This function is the default worker function for this Renderscript
file. For graphics Renderscript applications, like this one, the Renderscript system
expects this function to render the frame that is going to be displayed. It is called
every time the frame refreshes. The root() function for the
helloworld.rs script sets the background color of the frame, the color of
the text, and then draws the text where the user last touched the screen:
int root(int launchID) {
// Clear the background color
rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Tell the runtime what the font color should be
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
// Introduce ourselves to the world by drawing a greeting
// at the position that the user touched on the screen
rsgDrawText("Hello World!", gTouchX, gTouchY);
// Return value tells RS roughly how often to redraw
// in this case 20 ms
return 20;
}
The return value, 20, is the desired frame refresh rate in milliseconds.
The real screen refresh rate depends on the hardware, computation, and rendering
complexity that the root() function has to execute. A value of
0 tells the screen to render only once and to only render again when a
change has been made to one of the properties that are being modified by the Renderscript
code.
Besides the init() and root() functions, you can define the
other native functions, structs, data types, and any other logic for your Renderscript.
You can even define separate header files as .rsh files.
ScriptC_helloworldhelloworld.rs Renderscript. It provides a a high level entry point into the
helloworld.rs native code by defining the corresponding methods that you can call
from Android system APIs.helloworld.bc bytecode.apk file and subsequently compiled on the device at runtime.
This file is located in the <project_root>/res/raw/ directory and is named
rs_filename.bc. You need to bind these files to your Renderscript context before
call any Renderscript code from your Android application. You can reference them in your code
with R.id.rs_filename.HelloWorldView classensureRenderScript() method that sets up the
Renderscript system. This method creates a {@link android.renderscript.RenderScriptGL}
object, which represents the context of the Renderscript and creates a default surface to
draw on (you can set the surface properties such as alpha and bit depth in the {@link
android.renderscript.RenderScriptGL.SurfaceConfig} class ). When a {@link
android.renderscript.RenderScriptGL} is instantiated, this class calls the
HelloRS class and creates the instance of the actual Renderscript graphics
renderer.
// Renderscipt context
private RenderScriptGL mRS;
// Script that does the rendering
private HelloWorldRS mRender;
private void ensureRenderScript() {
if (mRS == null) {
// Initialize Renderscript with desired surface characteristics.
// In this case, just use the defaults
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
mRS = createRenderScriptGL(sc);
// Create an instance of the Renderscript that does the rendering
mRender = new HelloWorldRS();
mRender.init(mRS, getResources());
}
}
This class also handles the important lifecycle events and relays touch events to the
Renderscript renderer. When a user touches the screen, it calls the renderer,
HelloWorldRS and asks it to draw the text on the screen at the new location.
public boolean onTouchEvent(MotionEvent ev) {
// Pass touch events from the system to the rendering script
if (ev.getAction() == MotionEvent.ACTION_DOWN) {
mRender.onActionDown((int)ev.getX(), (int)ev.getY());
return true;
}
return false;
}
HelloWorldRSHelloWorldView Surface
View. It interacts with the native Renderscript code that is defined in
helloworld.rs through the interfaces exposed by ScriptC_helloworld.
To be able to call the native code, it creates an instance of the Renderscript reflected
class, ScriptC_helloworld. The reflected Renderscript object binds the
Renderscript bytecode (R.raw.helloworld) and the Renderscript context, {@link
android.renderscript.RenderScriptGL}, so the context knows to use the right Renderscript to
render its surface.
private Resources mRes;
private RenderScriptGL mRS;
private ScriptC_helloworld mScript;
private void initRS() {
mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld);
mRS.bindRootScript(mScript);
}