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diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs
index a375b115c397..1824a6f368f4 100644
--- a/docs/html/guide/guide_toc.cs
+++ b/docs/html/guide/guide_toc.cs
@@ -237,6 +237,9 @@
<li><a href="<?cs var:toroot ?>guide/topics/graphics/opengl.html">
<span class="en">3D with OpenGL</span>
</a></li>
+ <li><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript.html">
+ <span class="en">3D with Renderscript</span>
+ </a><span class="new">new!</span></li>
<li><a href="<?cs var:toroot ?>guide/topics/graphics/animation.html">
<span class="en">Animation</span>
</a><span class="new">new!</span></li>
diff --git a/docs/html/guide/topics/graphics/renderscript.jd b/docs/html/guide/topics/graphics/renderscript.jd
new file mode 100644
index 000000000000..0ef8a22d9bbc
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript.jd
@@ -0,0 +1,710 @@
+page.title=3D Rendering and Computation with Renderscript
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+
+ <ol>
+ <li><a href="#overview">Renderscript System Overview</a></li>
+
+ <li>
+ <a href="#api">API Overview</a>
+
+ <ol>
+ <li><a href="#native-api">Native Renderscript APIs</a></li>
+
+ <li><a href="#reflective-api">Reflective layer APIs</a></li>
+
+ <li><a href="#graphics-api">Graphics APIs</a></li>
+ </ol>
+ </li>
+
+ <li>
+ <a href="#developing">Developing a Renderscript application</a>
+
+ <ol>
+ <li><a href="#hello-graphics">The Hello Graphics application</a></li>
+ </ol>
+ </li>
+ </ol>
+ </div>
+ </div>
+
+ <p>The Renderscript system offers high performance 3D rendering and mathematical computations at
+ the native level. The Renderscript APIs are intended for developers who are comfortable with
+ developing in C (C99 standard) and want to maximize performance in their applications. The
+ Renderscript system improves performance by running as native code on the device, but it also
+ features cross-platform functionality. To achieve this, the Android build tools compile your
+ Renderscript <code>.rs</code> file to intermediate bytecode and package it inside your
+ application's <code>.apk</code> file. On the device, the bytecode is compiled (just-in-time) to
+ machine code that is further optimized for the device that it is running on. This eliminates the
+ need to target a specific architecture during the development process. The compiled code on the
+ device is cached, so subsequent uses of the Renderscript enabled application do not recompile the
+ intermediate code.</p>
+
+ <p>The disadvantage of the Renderscript system is that it adds complexity to the development and
+ debugging processes and is not a substitute for the Android system APIs. It is a portable native
+ language with pointers and explicit resource management. The target use is for performance
+ critical code where the existing Android APIs are not sufficient. If what you are rendering or
+ computing is very simple and does not require much processing power, you should still use the
+ Android APIs for ease of development. Debugging visibility can be limited, because the
+ Renderscript system can execute on processors other than the main CPU (such as the GPU), so if
+ this occurs, debugging becomes more difficult. Remember the tradeoffs between development and
+ debugging complexity versus performance when deciding to use Renderscript.</p>
+
+ <p>For an example of Renderscript in action, see the 3D carousel view in the Android 3.0 versions
+ of Google Books and YouTube or install the Renderscript sample applications that are shipped with
+ the SDK in <code>&lt;sdk_root&gt;/platforms/android-3.0/samples</code>.</p>
+
+ <h2 id="overview">Renderscript System Overview</h2>
+
+ <p>The Renderscript system adopts a control and slave architecture where the low-level native
+ code is controlled by the higher level Android system that runs in the virtual machine (VM). When
+ you use the Renderscript system, there are three layers of APIs that exist:</p>
+
+ <ul>
+ <li>The native Renderscript layer consists of the native Renderscript <code>.rs</code> files
+ that you write to compute mathematical operations, render graphics, or both. This layer does
+ the intensive computation or graphics rendering and returns the result back to the Android VM
+ through the reflected layer.</li>
+
+ <li>The reflected layer is a set of generated Android system classes (through reflection) based
+ on the native layer interface that you define. This layer acts as a bridge between the native
+ Renderscript layer and the Android system layer. The Android build tools automatically generate
+ the APIs for this layer during the build process.</li>
+
+ <li>The Android system layer consists of your normal Android APIs along with the Renderscript
+ APIs in {@link android.renderscript}. This layer handles things such as the Activity lifecycle
+ management of your application and calls the native Renderscript layer through the reflected
+ layer.</li>
+ </ul>
+
+ <p>To fully understand how the Renderscript system works, you must understand how the reflected
+ layer is generated and how it interacts with the native Renderscript layer and Android system
+ layer. The reflected layer provides the entry points into the native code, enabling the Android
+ system code to give high level commands like, "rotate the view" or "filter the bitmap." It
+ delegates all the heavy lifting to the native layer. To accomplish this, you need to create logic
+ to hook together all of these layers so that they can correctly communicate.</p>
+
+ <p>At the root of everything is your Renderscript, which is the actual C code that you write and
+ save to a <code>.rs</code> file in your project. There are two kinds of Renderscripts: compute
+ and graphics. A compute Renderscript does not do any graphics rendering while a graphics
+ Renderscript does.</p>
+
+ <p>When you create a Renderscript <code>.rs</code> file, an equivalent, reflective layer class,
+ {@link android.renderscript.ScriptC}, is generated by the build tools and exposes the native
+ functions to the Android system. This class is named
+ <code><em>ScriptC_renderscript_filename</em></code>. The following list describes the major
+ components of your native Renderscript code that is reflected:</p>
+
+ <ul>
+ <li>The non-static functions in your Renderscript (<code>.rs</code> file) are reflected into
+ <code><em>ScriptC_renderscript_filename</em></code> of type {@link
+ android.renderscript.ScriptC}.</li>
+
+ <li>Any non-static, global Renderscript variables are reflected into
+ <code><em>ScriptC_renderscript_filename</em></code>.
+ Accessor methods are generated, so the Android system layer can access the values.
+ The <code>get()</code> method comes with a one-way communication restriction.
+ The Android system layer always caches the last value that is set and returns that during a call to get.
+ If the native Renderscript code has changed the value, the change does propagate back to the Android system layer
+ for efficiency. If the global variables are initialized in the native Renderscript code, those values are used
+ to initialize the Android system versions. If global variables are marked as <code>const</code>,
+ then a <code>set()</code> method is not generated.
+ </li>
+
+ <li>Structs are reflected into their own classes, one for each struct, into a class named
+ <code>ScriptField_<em>struct_name</em></code> of type {@link
+ android.renderscript.Script.FieldBase}.</li>
+
+ <li>Global pointers have a special property. They provide attachment points where the Android system can attach allocations.
+ If the global pointer is a user defined structure type, it must be a type that is legal for reflection (primitives
+ or Renderscript data types). The Android system can call the reflected class to allocate memory and
+ optionally populate data, then attach it to the Renderscript.
+ For arrays of basic types, the procedure is similar, except a reflected class is not needed.
+ Renderscripts should not directly set the exported global pointers.</li>
+ </ul>
+
+ <p>The Android system also has a corresponding Renderscript context object, {@link
+ android.renderscript.RenderScript} (for a compute Renderscript) or {@link
+ android.renderscript.RenderScriptGL} (for a graphics Renderscript). This context object allows
+ you to bind to the reflected Renderscript class, so that the Renderscript context knows what its
+ corresponding native Renderscript is. If you have a graphics Renderscript context, you can also
+ specify a variety of Programs (stages in the graphics pipeline) to tweek how your graphics are
+ rendered. A graphics Renderscript context also needs a surface to render on, {@link
+ android.renderscript.RSSurfaceView}, which gets passed into its constructor. When all three of
+ the layers are connected, the Renderscript system can compute or render graphics.</p>
+
+ <h2 id="api">API overview</h2>
+
+ <p>Renderscript code is compiled and executed in a compact and well defined runtime, which has
+ access to a limited amount of functions. Renderscript cannot use the NDK or standard C functions,
+ because these functions are assumed to be running on a standard CPU. The Renderscript runtime
+ chooses the best processor to execute the code, which may not be the CPU, so it cannot guarantee
+ support for standard C libraries. What Renderscript does offer is an API that supports intensive
+ computation with an extensive collection of math APIs. Some key features of the Renderscript APIs
+ are:</p>
+
+
+ <h3 id="native-api">Native Renderscript APIs</h3>
+
+ <p>The Renderscript headers are located in the <code>include</code> and
+ <code>clang-include</code> directories in the
+ <code>&lt;sdk_root&gt;/platforms/android-3.0/renderscript</code> directory of the Android SDK.
+ The headers are automatically included for you, except for the graphics specific header,
+ which you can define as follows:</p>
+
+<pre>#include "rs_graphics.rsh"</pre>
+
+<p>Some key features of the native Renderscript libraries include:
+ <ul>
+ <li>A large collection of math functions with both scalar and vector typed overloaded versions
+ of many common routines. Operations such as adding, multiplying, dot product, and cross product
+ are available.</li>
+ <li>Conversion routines for primitive data types and vectors, matrix routines, date and time
+ routines, and graphics routines.</li>
+ <li>Logging functions</li>
+ <li>Graphics rendering functions</li>
+ <li>Memory allocation request features</li>
+ <li>Data types and structures to support the Renderscript system such as
+ Vector types for defining two-, three-, or four-vectors.</li></li>
+ </ul>
+ </ul>
+
+ <h3 id="reflective-api">Reflective layer APIs</h3>
+
+ <p>These classes are not generated by the reflection process, and are actually part of the
+ Android system APIs, but they are mainly used by the reflective layer classes to handle memory
+ allocation and management for your Renderscript. You normally do not need to be call these classes
+ directly.</p>
+
+ <p>Because of the constraints of the Renderscript native layer, you cannot do any dynamic
+ memory allocation in your Renderscript <code>.rs</code> file.
+ The native Renderscript layer can request memory from the Android system layer, which allocates memory
+ for you and does reference counting to figure out when to free the memory. A memory allocation
+ is taken care of by the {@link android.renderscript.Allocation} class and memory is requested
+ in your Renderscript code with the <code>the rs_allocation</code> type.
+ All references to Renderscript objects are counted, so when your Renderscript native code
+ or system code no longer references a particular {@link android.renderscript.Allocation}, it destroys itself.
+ Alternatively, you can call {@link android.renderscript.Allocation#destroy destroy()} from the
+ Android system level, which decreases the reference to the {@link android.renderscript.Allocation}.
+ If no references exist after the decrease, the {@link android.renderscript.Allocation} destroys itself.
+ The Android system object, which at this point is just an empty shell, is eventually garbage collected.
+ </p>
+
+ <p>The following classes are mainly used by the reflective layer classes:</p>
+
+ <table>
+ <tr>
+ <th>Android Object Type</th>
+
+ <th>Renderscript Native Type</th>
+
+ <th>Description</th>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Element}</td>
+
+ <td>rs_element</td>
+
+ <td>
+ An {@link android.renderscript.Element} is the most basic element of a memory type. An
+ element represents one cell of a memory allocation. An element can have two forms: Basic or
+ Complex. They are typically created from C structures that are used within Renderscript
+ code and cannot contain pointers or nested arrays. The other common source of elements is
+ bitmap formats.
+
+ <p>A basic element contains a single component of data of any valid Renderscript data type.
+ Examples of basic element data types include a single float value, a float4 vector, or a
+ single RGB-565 color.</p>
+
+ <p>Complex elements contain a list of sub-elements and names that is basically a reflection
+ of a C struct. You access the sub-elements by name from a script or vertex program. The
+ most basic primitive type determines the data alignment of the structure. For example, a
+ float4 vector is alligned to <code>sizeof(float)</code> and not
+ <code>sizeof(float4)</code>. The ordering of the elements in memory are the order in which
+ they were added, with each component aligned as necessary.</p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Type}</td>
+
+ <td>rs_type</td>
+
+ <td>A Type is an allocation template that consists of an element and one or more dimensions.
+ It describes the layout of the memory but does not allocate storage for the data that it
+ describes. A Type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of
+ a cube map). You can assign the X,Y,Z dimensions to any positive integer value within the
+ constraints of available memory. A single dimension allocation has an X dimension of greater
+ than zero while the Y and Z dimensions are zero to indicate not present. For example, an
+ allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is considered one
+ dimensional. The LOD and Faces dimensions are booleans to indicate present or not
+ present.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Allocation}</td>
+
+ <td>rs_allocation</td>
+
+ <td>
+ An {@link android.renderscript.Allocation} provides the memory for applications. An {@link
+ android.renderscript.Allocation} allocates memory based on a description of the memory that
+ is represented by a {@link android.renderscript.Type}. The {@link
+ android.renderscript.Type} describes an array of {@link android.renderscript.Element}s that
+ represent the memory to be allocated. Allocations are the primary way data moves into and
+ out of scripts.
+
+ <p>Memory is user-synchronized and it's possible for allocations to exist in multiple
+ memory spaces concurrently. For example, if you make a call to the graphics card to load a
+ bitmap, you give it the bitmap to load from in the system memory. After that call returns,
+ the graphics memory contains its own copy of the bitmap so you can choose whether or not to
+ maintain the bitmap in the system memory. If the Renderscript system modifies an allocation
+ that is used by other targets, it must call {@link android.renderscript#syncAll syncAll()} to push the updates to
+ the memory. Otherwise, the results are undefined.</p>
+
+ <p>Allocation data is uploaded in one of two primary ways: type checked and type unchecked.
+ For simple arrays there are <code>copyFrom()</code> functions that take an array from the
+ Android system code and copy it to the native layer memory store. Both type checked and
+ unchecked copies are provided. The unchecked variants allow the Android system to copy over
+ arrays of structures because it not support inherently support structures. For example, if
+ there is an allocation that is an array n floats, you can copy the data contained in a
+ float[n] array or a byte[n*4] array.</p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Script}</td>
+
+ <td>rs_script</td>
+
+ <td>Renderscript scripts do much of the work in the native layer. This class is generated
+ from a Renderscript file that has the <code>.rs</code> file extension. This class is named
+ <code>ScriptC_<em>rendersript_filename</em></code> when it gets generated.</td>
+ </tr>
+ </table>
+
+ <h3 id="graphics-api">Graphics API</h3>
+
+ <p>Renderscript provides a number of graphics APIs for hardware-accelerated 3D rendering. The
+ Renderscript graphics APIs include a stateful context, {@link
+ android.renderscript.RenderScriptGL} that contains the current rendering state. The primary state
+ consists of the objects that are attached to the rendering context, which are the graphics Renderscript
+ and the four program types. The main working function of the graphics Renderscript is the code that is
+ defined in the <code>root()</code> function. The <code>root()</code> function is called each time the surface goes through a frame
+ refresh. The four program types mirror a traditional graphical rendering pipeline and are:</p>
+
+ <ul>
+ <li>Vertex</li>
+
+ <li>Fragment</li>
+
+ <li>Store</li>
+
+ <li>Raster</li>
+ </ul>
+
+ <p>Graphical scripts have more properties beyond a basic computational script, and they call the
+ 'rsg'-prefixed functions defined in the <code>rs_graphics.rsh</code> header file. A graphics
+ Renderscript can also set four pragmas that control the default bindings to the {@link
+ android.renderscript.RenderScriptGL} context when the script is executing:</p>
+
+ <ul>
+ <li>stateVertex</li>
+
+ <li>stateFragment</li>
+
+ <li>stateRaster</li>
+
+ <li>stateStore</li>
+ </ul>
+
+ <p>The possible values are <code>parent</code> or <code>default</code> for each pragma. Using
+ <code>default</code> says that when a script is executed, the bindings to the graphical context
+ are the system defaults. Using <code>parent</code> says that the state should be the same as it
+ is in the calling script. If this is a root script, the parent
+ state is taken from the bind points as set in the {@link android.renderscript.RenderScriptGL}
+ bind methods in the control environment (VM environment).</p>
+
+ <p>For example, you can define this at the top of your native Renderscript code:</p>
+ <pre>
+#pragma stateVertex(parent)
+#pragma stateStore(parent)
+</pre>
+
+ <p>The following table describes the major graphics specific APIs that are available to you:</p>
+
+ <table>
+ <tr>
+ <th>Android Object Type</th>
+
+ <th>Renderscript Native Type</th>
+
+ <th>Description</th>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramVertex}</td>
+
+ <td>rs_program_vertex</td>
+
+ <td>
+ The Renderscript vertex program, also known as a vertex shader, describes the stage in the
+ graphics pipeline responsible for manipulating geometric data in a user-defined way. The
+ object is constructed by providing Renderscript with the following data:
+
+ <ul>
+ <li>An 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, bind it to the graphics context. It is then 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 run-time would take care of connecting the two. Unlike OpenGL,
+ there is no need to link the vertex and fragment programs.</p>
+ <p> To bind shader constructs to the Program, declare a struct containing the necessary shader constants in your native Renderscript code.
+ This struct is generated into a reflected class that you can use as a constant input element
+ during the Program's creation. It is an easy way to create an instance of this struct as an allocation.
+ You would then bind this Allocation to the Program and the Renderscript system sends the data that
+ is contained in the struct to the hardware when necessary. To update shader constants, you change the values
+ in the Allocation and notify the native Renderscript code of the change.</p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramFragment}</td>
+
+ <td>rs_program_fragment</td>
+
+ <td>The Renderscript fragment program, also known as the 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 describing the constants used
+ by the program. Like the vertex programs, when an allocation with constant input values is
+ bound to the shader, its values are sent to the graphics program automatically. Note that the
+ values inside the allocation are not explicitly tracked. If they change between two draw
+ calls using the same program object, notify the runtime 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> To bind shader constructs to the this Program, declare a struct containing the necessary shader constants in your native Renderscript code.
+ This struct is generated into a reflected class that you can use as a constant input element
+ during the Program's creation. It is an easy way to create an instance of this struct as an allocation.
+ You would then bind this Allocation to the Program and the Renderscript system sends the data that
+ is contained in the struct to the hardware when necessary. To update shader constants, you change the values
+ in the Allocation and notify the native Renderscript code of the change.</p></td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramStore}</td>
+
+ <td>rs_program_store</td>
+
+ <td>The Renderscript ProgramStore contains a set of parameters that control how the graphics
+ hardware writes to the framebuffer. It could be used to enable/disable depth writes and
+ testing, setup various blending modes for effects like transparency and define write masks
+ for color components.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramRaster}</td>
+
+ <td>rs_program_raster</td>
+
+ <td>Program raster is primarily used to specify whether point sprites are enabled and to
+ control the culling mode. By default back faces are culled.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Sampler}</td>
+
+ <td>rs_sampler</td>
+
+ <td>A Sampler object defines how data is extracted from textures. Samplers are bound to
+ Program objects (currently only a Fragment Program) alongside the texture whose sampling they
+ control. These objects are used to specify such things as edge clamping behavior, whether
+ mip-maps are used and the amount of anisotropy required. There may be situations where
+ hardware limitations prevent the exact behavior from being matched. In these cases, the
+ runtime attempts to provide the closest possible approximation. For example, the user
+ requested 16x anisotropy, but only 8x was set because it’s the best available on the
+ hardware.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Mesh}</td>
+
+ <td>rs_mesh</td>
+
+ <td>A collection of allocations that represent vertex data (positions, normals, texture
+ coordinates) and index data such as triangles and lines. Vertex data can be interleaved
+ within one allocation, provided separately as multiple allocation objects, or done as a
+ combination of the above. The layout of these allocations will be extracted from their
+ Elements. When a vertex channel name matches an input in the vertex program, Renderscript
+ automatically connects the two. Moreover, even allocations that cannot be directly mapped to
+ graphics hardware can be stored as part of the mesh. Such allocations can be used as a
+ working area for vertex-related computation and will be ignored by the hardware. Parts of the
+ mesh could be rendered with either explicit index sets or primitive types.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.Font}</td>
+
+ <td>rs_font</td>
+
+ <td>
+ <p>This class gives you a way to draw hardware accelerated text. Internally, the glyphs are
+ rendered using the Freetype library, and an internal cache of rendered glyph bitmaps is
+ maintained. Each font object represents a combination of a typeface and point sizes.
+ Multiple font objects can be created to represent faces such as bold and italic and to
+ create different font sizes. During creation, the framework determines the device screen's
+ DPI to ensure proper sizing across multiple configurations.</p>
+
+ <p>Font rendering can impact performance. Even though though the state changes are
+ transparent to the user, they are happening internally. It is more efficient to render
+ large batches of text in sequence, and it is also more efficient to render multiple
+ characters at once instead of one by one.</p>
+
+ <p>Font color and transparency are not part of the font object and can be freely modified
+ in the script to suit the your needs. Font colors work as a state machine, and every new
+ call to draw text will use the last color set in the script.</p>
+ </td>
+ </tr>
+ </table>
+
+
+ <h2 id="developing">Developing a Renderscript application</h2>
+
+ <p>The basic workflow of developing a Renderscript application is:</p>
+
+ <ol>
+ <li>Analyze your application's requirements and figure out what you want to develop with
+ Renderscript. To take full advantage of Renderscript, you want to use it when the computation
+ or graphics performance you're getting with the normal Android system APIs is
+ insufficient.</li>
+
+ <li>Design the interface of your Renderscript code and implement it using the native
+ Renderscript APIs that are included in the Android SDK in
+ <code>&lt;sdk_root&gt;/platforms/android-3.0/renderscript</code>.</li>
+
+ <li>Create an Android project as you would normally, in Eclipse or with the
+ <code>android</code> tool.</li>
+
+ <li>Place your Renderscript files in <code>src</code> folder of the Android project so that the
+ build tools can generate the reflective layer classes.</li>
+
+ <li>Create your application, calling the Renderscript through the reflected class layer when
+ you need to.</li>
+
+ <li>Build, install, and run your application as you would normally.</li>
+ </ol>
+
+ <p>To see how a simple Renderscript application is put together, see <a href="#hello-world">The
+ Hello World Renderscript Graphics Application</a>. The SDK also ships with many Renderscript
+ samples in the<code>&lt;sdk_root&gt;/samples/android-3.0/</code> directory.</p>
+
+ <h3 id="hello-graphics">The Hello Graphics Application</h3>
+
+ <p>This small application demonstrates the structure of a simple Renderscript application. You
+ can model your Renderscript application after the basic structure of this application. You can
+ find the complete source in the SDK in the
+ <code>&lt;android-sdk&gt;/platforms/android-3.0/samples/HelloWorldRS directory</code>. The
+ application uses Renderscript to draw the string, "Hello World!" to the screen and redraws the
+ text whenever the user touches the screen at the location of the touch. This application is only
+ a demonstration and you should not use the Renderscript system to do something this trivial. The
+ application contains the following source files:</p>
+
+ <ul>
+ <li><code>HelloWorld</code>: The main Activity for the application. This class is present to
+ provide Activity lifecycle management. It mainly delegates work to HelloWorldView, which is the
+ Renderscript surface that the sample actually draws on.</li>
+
+ <li><code>HelloWorldView</code>: The Renderscript surface that the graphics render on. If you
+ are using Renderscript for graphics rendering, you must have a surface to render on. If you are
+ using it for computatational operations only, then you do not need this.</li>
+
+ <li><code>HelloWorldRS</code>: The class that calls the native Renderscript code through high
+ level entry points that are generated by the Android build tools.</li>
+
+ <li><code>helloworld.rs</code>: The Renderscript native code that draws the text on the
+ screen.</li>
+
+ <li>
+ <p>The <code>&lt;project_root&gt;/gen</code> directory contains the reflective layer classes
+ that are generated by the Android build tools. You will notice a
+ <code>ScriptC_helloworld</code> class, which is the reflective version of the Renderscript
+ and contains the entry points into the <code>helloworld.rs</code> native code. This file does
+ not appear until you run a build.</p>
+ </li>
+ </ul>
+
+ <p>Each file has its own distinct use. The following section demonstrates in detail how the
+ sample works:</p>
+
+ <dl>
+ <dt><code>helloworld.rs</code></dt>
+
+ <dd>
+ The native Renderscript code is contained in the <code>helloworld.rs</code> file. Every
+ <code>.rs</code> file must contain two pragmas that define the version of Renderscript
+ that it is using (1 is the only version for now), and the package name that the reflected
+ classes should be generated with. For example:
+<pre>
+#pragma version(1)
+
+#pragma rs java_package_name(com.my.package.name)
+</pre>
+ <p>An <code>.rs</code> file can also declare two special functions:</p>
+
+ <ul>
+ <li>
+ <code>init()</code>: This function is called once for each instance of this Renderscript
+ file that is loaded on the device, before the script is accessed in any other way by the
+ Renderscript system. The <code>init()</code> is ideal for doing one time setup after the
+ machine code is loaded such as initializing complex constant tables. The
+ <code>init()</code> function for the <code>helloworld.rs</code> script sets the initial
+ location of the text that is rendered to the screen:
+ <pre>
+void init(){
+ gTouchX = 50.0f;
+ gTouchY = 50.0f;
+}
+</pre>
+ </li>
+
+ <li>
+ <code>root()</code>: This function is the default worker function for this Renderscript
+ file. For graphics Renderscript applications, like this one, the Renderscript system
+ expects this function to render the frame that is going to be displayed. It is called
+ every time the frame refreshes. The <code>root()</code> function for the
+ <code>helloworld.rs</code> script sets the background color of the frame, the color of
+ the text, and then draws the text where the user last touched the screen:
+<pre>
+int root(int launchID) {
+ // Clear the background color
+ rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ // Tell the runtime what the font color should be
+ rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
+ // Introduce ourselves to the world by drawing a greeting
+ // at the position that the user touched on the screen
+ rsgDrawText("Hello World!", gTouchX, gTouchY);
+
+ // Return value tells RS roughly how often to redraw
+ // in this case 20 ms
+ return 20;
+}
+</pre>
+
+ <p>The return value, <code>20</code>, is the desired frame refresh rate in milliseconds.
+ The real screen refresh rate depends on the hardware, computation, and rendering
+ complexity that the <code>root()</code> function has to execute. A value of
+ <code>0</code> tells the screen to render only once and to only render again when a
+ change has been made to one of the properties that are being modified by the Renderscript
+ code.</p>
+
+ <p>Besides the <code>init()</code> and <code>root()</code> functions, you can define the
+ other native functions, structs, data types, and any other logic for your Renderscript.
+ You can even define separate header files as <code>.rsh</code> files.</p>
+ </li>
+ </ul>
+ </dd>
+
+ <dt><code>ScriptC_helloworld</code></dt>
+
+ <dd>This class is generated by the Android build tools and is the reflected version of the
+ <code>helloworld.rs</code> Renderscript. It provides a a high level entry point into the
+ <code>helloworld.rs</code> native code by defining the corresponding methods that you can call
+ from Android system APIs.</dd>
+
+ <dt><code>helloworld.bc</code> bytecode</dt>
+
+ <dd>This file is the intermediate, platform-independent bytecode that gets compiled on the
+ device when the Renderscript application runs. It is generated by the Android build tools and
+ is packaged with the <code>.apk</code> file and subsequently compiled on the device at runtime.
+ This file is located in the <code>&lt;project_root&gt;/res/raw/</code> directory and is named
+ <code>rs_filename.bc</code>. You need to bind these files to your Renderscript context before
+ call any Renderscript code from your Android application. You can reference them in your code
+ with <code>R.id.rs_filename</code>.</dd>
+
+ <dt><code>HelloWorldView</code> class</dt>
+
+ <dd>
+ This class represents the Surface View that the Renderscript graphics are drawn on. It does
+ some administrative tasks in the <code>ensureRenderScript()</code> method that sets up the
+ Renderscript system. This method creates a {@link android.renderscript.RenderScriptGL}
+ object, which represents the context of the Renderscript and creates a default surface to
+ draw on (you can set the surface properties such as alpha and bit depth in the {@link
+ android.renderscript.RenderScriptGL.SurfaceConfig} class ). When a {@link
+ android.renderscript.RenderScriptGL} is instantiated, this class calls the
+ <code>HelloRS</code> class and creates the instance of the actual Renderscript graphics
+ renderer.
+ <pre>
+// Renderscipt context
+private RenderScriptGL mRS;
+// Script that does the rendering
+private HelloWorldRS mRender;
+
+ private void ensureRenderScript() {
+ if (mRS == null) {
+ // Initialize Renderscript with desired surface characteristics.
+ // In this case, just use the defaults
+ RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
+ mRS = createRenderScriptGL(sc);
+
+ // Create an instance of the Renderscript that does the rendering
+ mRender = new HelloWorldRS();
+ mRender.init(mRS, getResources());
+ }
+ }
+</pre>
+
+ <p>This class also handles the important lifecycle events and relays touch events to the
+ Renderscript renderer. When a user touches the screen, it calls the renderer,
+ <code>HelloWorldRS</code> and asks it to draw the text on the screen at the new location.</p>
+ <pre>
+public boolean onTouchEvent(MotionEvent ev) {
+ // Pass touch events from the system to the rendering script
+ if (ev.getAction() == MotionEvent.ACTION_DOWN) {
+ mRender.onActionDown((int)ev.getX(), (int)ev.getY());
+ return true;
+ }
+ return false;
+}
+</pre>
+ </dd>
+
+ <dt><code>HelloWorldRS</code></dt>
+
+ <dd>
+ This class represents the Renderscript renderer for the <code>HelloWorldView</code> Surface
+ View. It interacts with the native Renderscript code that is defined in
+ <code>helloworld.rs</code> through the interfaces exposed by <code>ScriptC_helloworld</code>.
+ To be able to call the native code, it creates an instance of the Renderscript reflected
+ class, <code>ScriptC_helloworld</code>. The reflected Renderscript object binds the
+ Renderscript bytecode (<code>R.raw.helloworld</code>) and the Renderscript context, {@link
+ android.renderscript.RenderScriptGL}, so the context knows to use the right Renderscript to
+ render its surface.
+ <pre>
+private Resources mRes;
+private RenderScriptGL mRS;
+private ScriptC_helloworld mScript;
+
+private void initRS() {
+ mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld);
+ mRS.bindRootScript(mScript);
+}
+</pre>
+ </dd>
+ </dl> \ No newline at end of file