| /* |
| * 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. |
| */ |
| |
| package android.renderscript; |
| |
| |
| import android.util.Log; |
| |
| |
| /** |
| * @deprecated in API 16 |
| * <p>The Renderscript fragment program, also known as fragment shader is responsible |
| * for manipulating pixel data in a user defined way. It's constructed from a GLSL |
| * shader string containing the program body, textures inputs, and a Type object |
| * that describes the constants used by the program. Similar to the vertex programs, |
| * when an allocation with constant input values is bound to the shader, its values |
| * are sent to the graphics program automatically.</p> |
| * <p> The values inside the allocation are not explicitly tracked. If they change between two draw |
| * calls using the same program object, the runtime needs to be notified of that |
| * change by calling rsgAllocationSyncAll so it could send the new values to hardware. |
| * Communication between the vertex and fragment programs is handled internally in the |
| * GLSL code. For example, if the fragment program is expecting a varying input called |
| * varTex0, the GLSL code inside the program vertex must provide it. |
| * </p> |
| * |
| **/ |
| public class ProgramFragment extends Program { |
| ProgramFragment(int id, RenderScript rs) { |
| super(id, rs); |
| } |
| |
| /** |
| * @deprecated in API 16 |
| */ |
| 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 |
| * Creates ProgramFragment from the current state of the builder |
| * |
| * @return ProgramFragment |
| */ |
| public ProgramFragment create() { |
| mRS.validate(); |
| int[] tmp = new int[(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]; |
| } |
| |
| int id = mRS.nProgramFragmentCreate(mShader, texNames, tmp); |
| ProgramFragment pf = new ProgramFragment(id, mRS); |
| initProgram(pf); |
| return pf; |
| } |
| } |
| } |
| |
| |
| |