| /* |
| * 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; |
| } |
| } |
| |
| } |