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/*
* 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:
*
* <code>#include "rs_graphics.rsh"</code>
*
* 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 <a target="_parent" href=
* "http://developer.android.com/reference/android/renderscript/package-summary.html">
* android.renderscript</a> package reference.
* For more information on how to develop with Renderscript and how the runtime and
* Android framework APIs interact, see the <a target="_parent" href=
* "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript
* developer guide</a> and the <a target="_parent" href=
* "http://developer.android.com/resources/samples/RenderScript/index.html">
* Renderscript samples</a>.
*/
/** @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__
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