/* * Copyright (C) 2012 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. */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * #include "rs_graphics.rsh" * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the * android.renderscript package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the Renderscript * developer guide and the * Renderscript samples. */ /** @file rs_mesh.rsh * \brief Mesh routines * * */ #ifndef __RS_MESH_RSH__ #define __RS_MESH_RSH__ /** * @param m mesh to get data from * @return number of allocations in the mesh that contain vertex * data */ extern uint32_t __attribute__((overloadable)) rsgMeshGetVertexAllocationCount(rs_mesh m); /** * @param m mesh to get data from * @return number of primitive groups in the mesh. This would * include simple primitives as well as allocations * containing index data */ extern uint32_t __attribute__((overloadable)) rsgMeshGetPrimitiveCount(rs_mesh m); /** * @param m mesh to get data from * @param index index of the vertex allocation * @return allocation containing vertex data */ extern rs_allocation __attribute__((overloadable)) rsgMeshGetVertexAllocation(rs_mesh m, uint32_t index); /** * @param m mesh to get data from * @param index index of the index allocation * @return allocation containing index data */ extern rs_allocation __attribute__((overloadable)) rsgMeshGetIndexAllocation(rs_mesh m, uint32_t index); /** * @param m mesh to get data from * @param index index of the primitive * @return primitive describing how the mesh is rendered */ extern rs_primitive __attribute__((overloadable)) rsgMeshGetPrimitive(rs_mesh m, uint32_t index); #endif // __RS_MESH_RSH__