| /* |
| * Copyright 2019 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. |
| */ |
| |
| package android.graphics; |
| |
| import android.annotation.ColorInt; |
| import android.annotation.ColorLong; |
| import android.annotation.NonNull; |
| import android.util.ArrayMap; |
| import android.view.Window; |
| |
| import libcore.util.NativeAllocationRegistry; |
| |
| /** |
| * <p>A {@link RuntimeShader} calculates a per-pixel color based on the output of a user defined |
| * Android Graphics Shading Language (AGSL) function.</p> |
| * |
| * <h3>Android Graphics Shading Language</h3> |
| * <p>The AGSL syntax is very similar to OpenGL ES Shading Language, but there are some important |
| * differences that are highlighted here. Most of these differences are summed up in one basic fact: |
| * <b>With GPU shading languages, you are programming a stage of the GPU pipeline. With AGSL, you |
| * are programming a stage of the {@link Canvas} or {@link RenderNode} drawing pipeline.</b></p> |
| * |
| * <p>In particular, a GLSL fragment shader controls the entire behavior of the GPU between the |
| * rasterizer and the blending hardware. That shader does all of the work to compute a color, and |
| * the color it generates is exactly what is fed to the blending stage of the pipeline.</p> |
| * |
| * <p>In contrast, AGSL functions exist as part of a larger pipeline. When you issue a |
| * {@link Canvas} drawing operation, Android (generally) assembles a single GPU fragment shader to |
| * do all of the required work. This shader typically includes several pieces. For example, it might |
| * include:</p> |
| * <ul> |
| * <li>Evaluating whether a pixel falls inside or outside of the shape being drawn (or on the |
| * border, where it might apply antialiasing).</li> |
| * <li>Evaluating whether a pixel falls inside or outside of the clipping region (again, with |
| * possible antialiasing logic for border pixels).</li> |
| * <li>Logic for the {@link Shader}, {@link ColorFilter}, and {@link BlendMode} on the |
| * {@link Paint}.</li> |
| * <li>Color space conversion code, as part of Android's color management.</li> |
| * </ul> |
| * |
| * <p>A {@link RuntimeShader}, like other {@link Shader} types, effectively contributes a function |
| * to the GPU's fragment shader.</p> |
| * |
| * <h3>AGSL Shader Execution</h3> |
| * <p>Just like a GLSL shader, an AGSL shader begins execution in a main function. Unlike GLSL, the |
| * function receives as an input parameter the position of the pixel within the {@link Canvas} or |
| * {@link RenderNode} coordinate space (similar to gl_fragCoord) and returns the color to be shaded |
| * as a vec4 (similar to out vec4 color or gl_FragColor in GLSL).</p> |
| * |
| * <pre class="prettyprint"> |
| * vec4 main(vec2 canvas_coordinates); |
| * </pre> |
| * |
| * <p>AGSL and GLSL use different coordinate spaces by default. In GLSL, the fragment coordinate |
| * (fragCoord) is relative to the lower left. AGSL matches the screen coordinate system of the |
| * Android {@link Canvas} which has its origin as the upper left corner. This means that the |
| * coordinates provided as a parameter in the main function are local to the canvas with the |
| * exception of any {@link Shader#getLocalMatrix(Matrix)} transformations applied to this shader. |
| * Additionally, if the shader is invoked by another using {@link #setInputShader(String, Shader)}, |
| * then that parent shader may modify the input coordinates arbitrarily.</p> |
| * |
| * <h3>AGSL and Color Spaces</h3> |
| * <p>Android Graphics and by extension {@link RuntimeShader} are color managed. The working |
| * {@link ColorSpace} for an AGSL shader is defined to be the color space of the destination, which |
| * in most cases is determined by {@link Window#setColorMode(int)}.</p> |
| * |
| * <p>When authoring an AGSL shader, you won't know what the working color space is. For many |
| * effects, this is fine because by default color inputs are automatically converted into the |
| * working color space. For certain effects, it may be important to do some math in a fixed, known |
| * color space. A common example is lighting - to get physically accurate lighting, math should be |
| * done in a linear color space. To help with this, AGSL provides two intrinsic functions that |
| * convert colors between the working color space and the |
| * {@link ColorSpace.Named#LINEAR_EXTENDED_SRGB} color space: |
| * |
| * <pre class="prettyprint"> |
| * vec3 toLinearSrgb(vec3 color); |
| * vec3 fromLinearSrgb(vec3 color);</pre> |
| * |
| * <h3>AGSL and Premultiplied Alpha</h3> |
| * <p>When dealing with transparent colors, there are two (common) possible representations: |
| * straight (unassociated) alpha and premultiplied (associated) alpha. In ASGL the color returned |
| * by the main function is expected to be premultiplied. AGSL's use of premultiplied alpha |
| * implies: |
| * </p> |
| * |
| * <ul> |
| * <li>If your AGSL shader will return transparent colors, be sure to multiply the RGB by A. The |
| * resulting color should be [R*A, G*A, B*A, A], not [R, G, B, A].</li> |
| * <li>For more complex shaders, you must understand which of your colors are premultiplied vs. |
| * straight. Many operations don't make sense if you mix both kinds of color together.</li> |
| * </ul> |
| * |
| * <h3>Uniforms</h3> |
| * <p>AGSL, like GLSL, exposes the concept of uniforms. An AGSL uniform is defined as a read-only, |
| * global variable that is accessible by the AGSL code and is initialized by a number of setter |
| * methods on {@link RuntimeShader}. AGSL exposes two primitive uniform data types (float, int) and |
| * two specialized types (colors, shaders) that are outlined below.</p> |
| * |
| * <h4>Primitive Uniforms</h4> |
| * <p>There are two primitive uniform types supported by AGSL, float and int. For these types and |
| * uniforms representing a grouping of these types, like arrays and matrices, there are |
| * corresponding {@link RuntimeShader} methods to initialize them. |
| * <table border="2" width="85%" align="center" cellpadding="5"> |
| * <thead> |
| * <tr><th>Java Type</th> <th>AGSL Type</th> <th>Method</th> </tr> |
| * </thead> |
| * |
| * <tbody> |
| * <tr> |
| * <td rowspan="4">Floats</td> |
| * <td>float</td> |
| * <td>{@link RuntimeShader#setFloatUniform(String, float)}</td> |
| * </tr> |
| * <tr> |
| * <td>vec2</td> |
| * <td>{@link RuntimeShader#setFloatUniform(String, float, float)}</td> |
| * </tr> |
| * <tr> |
| * <td>vec3</td> |
| * <td>{@link RuntimeShader#setFloatUniform(String, float, float, float)}</td> |
| * </tr> |
| * <tr> |
| * <td>vec4</td> |
| * <td>{@link RuntimeShader#setFloatUniform(String, float, float, float, float)}</td> |
| * </tr> |
| * <tr> |
| * <td rowspan="4">Integers</td> |
| * <td>int</td> |
| * <td>{@link RuntimeShader#setIntUniform(String, int)}</td> |
| * </tr> |
| * <tr> |
| * <td>ivec2</td> |
| * <td>{@link RuntimeShader#setIntUniform(String, int, int)}</td> |
| * </tr> |
| * <tr> |
| * <td>ivec3</td> |
| * <td>{@link RuntimeShader#setIntUniform(String, int, int, int)}</td> |
| * </tr> |
| * <tr> |
| * <td>ivec4</td> |
| * <td>{@link RuntimeShader#setIntUniform(String, int, int, int, int)}</td> |
| * </tr> |
| * <tr> |
| * <td rowspan="2">Matrices and Arrays</td> |
| * <td>mat2, mat3, and mat4, and float[]</td> |
| * <td>{@link RuntimeShader#setFloatUniform(String, float[])}</td> |
| * </tr> |
| * <tr> |
| * <td>int[]</td> |
| * <td>{@link RuntimeShader#setIntUniform(String, int[])}</td> |
| * </tr> |
| * </tbody> |
| * </table> |
| * |
| * For example, a simple AGSL shader making use of a float uniform to modulate the transparency |
| * of the output color would look like:</p> |
| * |
| * <pre class="prettyprint"> |
| * uniform float alpha; |
| * vec4 main(vec2 canvas_coordinates) { |
| * vec3 red = vec3(1.0, 0.0, 0.0); |
| * return vec4(red * alpha, alpha); |
| * }</pre> |
| * |
| * <p>After creating a {@link RuntimeShader} with that program the uniform can then be initialized |
| * and updated per frame by calling {@link RuntimeShader#setFloatUniform(String, float)} with the |
| * value of alpha. The value of a primitive uniform defaults to 0 if it is declared in the AGSL |
| * shader but not initialized.</p> |
| * |
| * <h4>Color Uniforms</h4> |
| * <p>AGSL doesn't know if uniform variables contain colors, it won't automatically convert them to |
| * the working colorspace of the shader at runtime. However, you can label your vec4 uniform with |
| * the "layout(color)" qualifier which lets Android know that the uniform will be used as a color. |
| * Doing so allows AGSL to transform the uniform value to the working color space. In AGSL, declare |
| * the uniform like this: |
| * |
| * <pre class="prettyprint"> |
| * layout(color) uniform vec4 inputColorA; |
| * layout(color) uniform vec4 inputColorB; |
| * vec4 main(vec2 canvas_coordinates) { |
| * // blend the two colors together and return the resulting color |
| * return mix(inputColorA, inputColorB, 0.5); |
| * }</pre> |
| * |
| * <p>After creating a {@link RuntimeShader} with that program the uniforms can |
| * then be initialized and updated per frame by calling |
| * {@link RuntimeShader#setColorUniform(String, int)}, |
| * {@link RuntimeShader#setColorUniform(String, long)}, or |
| * {@link RuntimeShader#setColorUniform(String, Color)} with the desired colors. The value of a |
| * color uniform is undefined if it is declared in the AGSL shader but not initialized.</p> |
| * |
| * <h4>Shader Uniforms</h4> |
| * In GLSL, a fragment shader can sample a texture. For AGSL instead of sampling textures you can |
| * sample from any {@link Shader}, which includes but is not limited to {@link BitmapShader}. To |
| * make it clear that you are operating on an {@link Shader} object there is no "sample" |
| * method. Instead, the shader uniform has an "eval()" method. This distinction enables AGSL shaders |
| * to sample from existing bitmap and gradient shaders as well as other {@link RuntimeShader} |
| * objects. In AGSL, declare the uniform like this: |
| * |
| * <pre class="prettyprint"> |
| * uniform shader myShader; |
| * vec4 main(vec2 canvas_coordinates) { |
| * // swap the red and blue color channels when sampling from myShader |
| * return myShader.eval(canvas_coordinates).bgra; |
| * }</pre> |
| * |
| * <p>After creating a {@link RuntimeShader} with that program the shader uniform can |
| * then be initialized and updated per frame by calling |
| * {@link RuntimeShader#setInputShader(String, Shader)} with the desired shader. The value of a |
| * shader uniform is undefined if it is declared in the AGSL shader but not initialized.</p> |
| * |
| * <p>Although most {@link BitmapShader}s contain colors that should be color managed, some contain |
| * data that isn't actually colors. This includes bitmaps storing normals, material properties |
| * (e.g. roughness), heightmaps, or any other purely mathematical data that happens to be stored in |
| * a bitmap. When using these kinds of shaders in AGSL, you probably want to initialize them with |
| * {@link #setInputBuffer(String, BitmapShader)}. Shaders initialized this way work much like |
| * a regular {@link BitmapShader} (including filtering and tiling), with a few major differences: |
| * <ul> |
| * <li>No color space transformation is applied (the color space of the bitmap is ignored).</li> |
| * <li>Bitmaps that return false for {@link Bitmap#isPremultiplied()} are not automatically |
| * premultiplied.</li> |
| * </ul> |
| * |
| * <p>In addition, when sampling from a {@link BitmapShader} be aware that the shader does not use |
| * normalized coordinates (like a texture in GLSL). It uses (0, 0) in the upper-left corner, and |
| * (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you're |
| * evaluating the shader with coordinates based on the ones passed to your AGSL program, the scale |
| * is correct. However, if you want to adjust those coordinates (to do some kind of re-mapping of |
| * the bitmap), remember that the coordinates are local to the canvas.</p> |
| * |
| */ |
| public class RuntimeShader extends Shader { |
| |
| private static class NoImagePreloadHolder { |
| public static final NativeAllocationRegistry sRegistry = |
| NativeAllocationRegistry.createMalloced( |
| RuntimeShader.class.getClassLoader(), nativeGetFinalizer()); |
| } |
| |
| /** |
| * Current native shader builder instance. |
| */ |
| private long mNativeInstanceRuntimeShaderBuilder; |
| |
| /** |
| * For tracking GC usage. Keep a java-side reference for reachable objects to |
| * enable better heap tracking & tooling support |
| */ |
| private ArrayMap<String, Shader> mShaderUniforms = new ArrayMap<>(); |
| |
| /** |
| * Creates a new RuntimeShader. |
| * |
| * @param shader The text of AGSL shader program to run. |
| */ |
| public RuntimeShader(@NonNull String shader) { |
| // colorspace is required, but the RuntimeShader always produces colors in the destination |
| // buffer's colorspace regardless of the value specified here. |
| super(ColorSpace.get(ColorSpace.Named.SRGB)); |
| if (shader == null) { |
| throw new NullPointerException("RuntimeShader requires a non-null AGSL string"); |
| } |
| mNativeInstanceRuntimeShaderBuilder = nativeCreateBuilder(shader); |
| NoImagePreloadHolder.sRegistry.registerNativeAllocation( |
| this, mNativeInstanceRuntimeShaderBuilder); |
| } |
| |
| /** |
| * Sets the uniform color value corresponding to this shader. If the shader does not have a |
| * uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and |
| * corresponding layout(color) annotation then an IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the color uniform declared in the AGSL shader program |
| * @param color the provided sRGB color will be transformed into the shader program's output |
| * colorspace and will be available as a vec4 uniform in the program. |
| */ |
| public void setColorUniform(@NonNull String uniformName, @ColorInt int color) { |
| setUniform(uniformName, Color.valueOf(color).getComponents(), true); |
| } |
| |
| /** |
| * Sets the uniform color value corresponding to this shader. If the shader does not have a |
| * uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and |
| * corresponding layout(color) annotation then an IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the color uniform declared in the AGSL shader program |
| * @param color the provided sRGB color will be transformed into the shader program's output |
| * colorspace and will be available as a vec4 uniform in the program. |
| */ |
| public void setColorUniform(@NonNull String uniformName, @ColorLong long color) { |
| Color exSRGB = Color.valueOf(color).convert(ColorSpace.get(ColorSpace.Named.EXTENDED_SRGB)); |
| setUniform(uniformName, exSRGB.getComponents(), true); |
| } |
| |
| /** |
| * Sets the uniform color value corresponding to this shader. If the shader does not have a |
| * uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and |
| * corresponding layout(color) annotation then an IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the color uniform declared in the AGSL shader program |
| * @param color the provided sRGB color will be transformed into the shader program's output |
| * colorspace and will be available as a vec4 uniform in the program. |
| */ |
| public void setColorUniform(@NonNull String uniformName, @NonNull Color color) { |
| if (color == null) { |
| throw new NullPointerException("The color parameter must not be null"); |
| } |
| Color exSRGB = color.convert(ColorSpace.get(ColorSpace.Named.EXTENDED_SRGB)); |
| setUniform(uniformName, exSRGB.getComponents(), true); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than a float or float[1] |
| * then an IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setFloatUniform(@NonNull String uniformName, float value) { |
| setFloatUniform(uniformName, value, 0.0f, 0.0f, 0.0f, 1); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than vec2 or float[2] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setFloatUniform(@NonNull String uniformName, float value1, float value2) { |
| setFloatUniform(uniformName, value1, value2, 0.0f, 0.0f, 2); |
| |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than vec3 or float[3] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setFloatUniform(@NonNull String uniformName, float value1, float value2, |
| float value3) { |
| setFloatUniform(uniformName, value1, value2, value3, 0.0f, 3); |
| |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than vec4 or float[4] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setFloatUniform(@NonNull String uniformName, float value1, float value2, |
| float value3, float value4) { |
| setFloatUniform(uniformName, value1, value2, value3, value4, 4); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than a float (for N=1), vecN, |
| * or float[N] where N is the length of the values param then an IllegalArgumentException is |
| * thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setFloatUniform(@NonNull String uniformName, @NonNull float[] values) { |
| setUniform(uniformName, values, false); |
| } |
| |
| private void setFloatUniform(@NonNull String uniformName, float value1, float value2, |
| float value3, float value4, int count) { |
| if (uniformName == null) { |
| throw new NullPointerException("The uniformName parameter must not be null"); |
| } |
| |
| nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, value1, value2, |
| value3, value4, count); |
| discardNativeInstance(); |
| } |
| |
| private void setUniform(@NonNull String uniformName, @NonNull float[] values, boolean isColor) { |
| if (uniformName == null) { |
| throw new NullPointerException("The uniformName parameter must not be null"); |
| } |
| if (values == null) { |
| throw new NullPointerException("The uniform values parameter must not be null"); |
| } |
| |
| nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, values, isColor); |
| discardNativeInstance(); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than an int or int[1] |
| * then an IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setIntUniform(@NonNull String uniformName, int value) { |
| setIntUniform(uniformName, value, 0, 0, 0, 1); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than ivec2 or int[2] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setIntUniform(@NonNull String uniformName, int value1, int value2) { |
| setIntUniform(uniformName, value1, value2, 0, 0, 2); |
| |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than ivec3 or int[3] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setIntUniform(@NonNull String uniformName, int value1, int value2, int value3) { |
| setIntUniform(uniformName, value1, value2, value3, 0, 3); |
| |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than ivec4 or int[4] then an |
| * IllegalArgumentException is thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setIntUniform(@NonNull String uniformName, int value1, int value2, |
| int value3, int value4) { |
| setIntUniform(uniformName, value1, value2, value3, value4, 4); |
| } |
| |
| /** |
| * Sets the uniform value corresponding to this shader. If the shader does not have a uniform |
| * with that name or if the uniform is declared with a type other than an int (for N=1), ivecN, |
| * or int[N] where N is the length of the values param then an IllegalArgumentException is |
| * thrown. |
| * |
| * @param uniformName name matching the uniform declared in the AGSL shader program |
| */ |
| public void setIntUniform(@NonNull String uniformName, @NonNull int[] values) { |
| if (uniformName == null) { |
| throw new NullPointerException("The uniformName parameter must not be null"); |
| } |
| if (values == null) { |
| throw new NullPointerException("The uniform values parameter must not be null"); |
| } |
| nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, values); |
| discardNativeInstance(); |
| } |
| |
| private void setIntUniform(@NonNull String uniformName, int value1, int value2, int value3, |
| int value4, int count) { |
| if (uniformName == null) { |
| throw new NullPointerException("The uniformName parameter must not be null"); |
| } |
| |
| nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, value1, value2, |
| value3, value4, count); |
| discardNativeInstance(); |
| } |
| |
| /** |
| * Assigns the uniform shader to the provided shader parameter. If the shader program does not |
| * have a uniform shader with that name then an IllegalArgumentException is thrown. |
| * |
| * @param shaderName name matching the uniform declared in the AGSL shader program |
| * @param shader shader passed into the AGSL shader program for sampling |
| */ |
| public void setInputShader(@NonNull String shaderName, @NonNull Shader shader) { |
| if (shaderName == null) { |
| throw new NullPointerException("The shaderName parameter must not be null"); |
| } |
| if (shader == null) { |
| throw new NullPointerException("The shader parameter must not be null"); |
| } |
| mShaderUniforms.put(shaderName, shader); |
| nativeUpdateShader( |
| mNativeInstanceRuntimeShaderBuilder, shaderName, shader.getNativeInstance()); |
| discardNativeInstance(); |
| } |
| |
| /** |
| * Assigns the uniform shader to the provided shader parameter. If the shader program does not |
| * have a uniform shader with that name then an IllegalArgumentException is thrown. |
| * |
| * Unlike setInputShader this method returns samples directly from the bitmap's buffer. This |
| * means that there will be no transformation of the sampled pixels, such as colorspace |
| * conversion or alpha premultiplication. |
| */ |
| public void setInputBuffer(@NonNull String shaderName, @NonNull BitmapShader shader) { |
| if (shaderName == null) { |
| throw new NullPointerException("The shaderName parameter must not be null"); |
| } |
| if (shader == null) { |
| throw new NullPointerException("The shader parameter must not be null"); |
| } |
| |
| mShaderUniforms.put(shaderName, shader); |
| nativeUpdateShader(mNativeInstanceRuntimeShaderBuilder, shaderName, |
| shader.getNativeInstanceWithDirectSampling()); |
| discardNativeInstance(); |
| } |
| |
| |
| /** @hide */ |
| @Override |
| protected long createNativeInstance(long nativeMatrix, boolean filterFromPaint) { |
| return nativeCreateShader(mNativeInstanceRuntimeShaderBuilder, nativeMatrix); |
| } |
| |
| /** @hide */ |
| protected long getNativeShaderBuilder() { |
| return mNativeInstanceRuntimeShaderBuilder; |
| } |
| |
| private static native long nativeGetFinalizer(); |
| private static native long nativeCreateBuilder(String agsl); |
| private static native long nativeCreateShader(long shaderBuilder, long matrix); |
| private static native void nativeUpdateUniforms( |
| long shaderBuilder, String uniformName, float[] uniforms, boolean isColor); |
| private static native void nativeUpdateUniforms( |
| long shaderBuilder, String uniformName, float value1, float value2, float value3, |
| float value4, int count); |
| private static native void nativeUpdateUniforms( |
| long shaderBuilder, String uniformName, int[] uniforms); |
| private static native void nativeUpdateUniforms( |
| long shaderBuilder, String uniformName, int value1, int value2, int value3, |
| int value4, int count); |
| private static native void nativeUpdateShader( |
| long shaderBuilder, String shaderName, long shader); |
| } |
| |