1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
/*
* 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;
/**
* @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;
}
}
}
|