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      1 /*
      2  * Copyright (C) 2008 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package android.renderscript;
     18 
     19 import android.annotation.UnsupportedAppUsage;
     20 
     21 
     22 /**
     23  * @hide
     24  * @deprecated in API 16
     25  * <p>The RenderScript fragment program, also known as fragment shader is responsible
     26  * for manipulating pixel data in a user defined way. It's constructed from a GLSL
     27  * shader string containing the program body, textures inputs, and a Type object
     28  * that describes the constants used by the program. Similar to the vertex programs,
     29  * when an allocation with constant input values is bound to the shader, its values
     30  * are sent to the graphics program automatically.</p>
     31  * <p> The values inside the allocation are not explicitly tracked. If they change between two draw
     32  * calls using the same program object, the runtime needs to be notified of that
     33  * change by calling rsgAllocationSyncAll so it could send the new values to hardware.
     34  * Communication between the vertex and fragment programs is handled internally in the
     35  * GLSL code. For example, if the fragment program is expecting a varying input called
     36  * varTex0, the GLSL code inside the program vertex must provide it.
     37  * </p>
     38  *
     39  **/
     40 public class ProgramFragment extends Program {
     41     ProgramFragment(long id, RenderScript rs) {
     42         super(id, rs);
     43     }
     44 
     45     /**
     46      * @deprecated in API 16
     47      */
     48     public static class Builder extends BaseProgramBuilder {
     49         /**
     50          * @deprecated in API 16
     51          * Create a builder object.
     52          *
     53          * @param rs Context to which the program will belong.
     54          */
     55         @UnsupportedAppUsage
     56         public Builder(RenderScript rs) {
     57             super(rs);
     58         }
     59 
     60         /**
     61          * @deprecated in API 16
     62          * Creates ProgramFragment from the current state of the builder
     63          *
     64          * @return  ProgramFragment
     65          */
     66         @UnsupportedAppUsage
     67         public ProgramFragment create() {
     68             mRS.validate();
     69             long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
     70             String[] texNames = new String[mTextureCount];
     71             int idx = 0;
     72 
     73             for (int i=0; i < mInputCount; i++) {
     74                 tmp[idx++] = ProgramParam.INPUT.mID;
     75                 tmp[idx++] = mInputs[i].getID(mRS);
     76             }
     77             for (int i=0; i < mOutputCount; i++) {
     78                 tmp[idx++] = ProgramParam.OUTPUT.mID;
     79                 tmp[idx++] = mOutputs[i].getID(mRS);
     80             }
     81             for (int i=0; i < mConstantCount; i++) {
     82                 tmp[idx++] = ProgramParam.CONSTANT.mID;
     83                 tmp[idx++] = mConstants[i].getID(mRS);
     84             }
     85             for (int i=0; i < mTextureCount; i++) {
     86                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
     87                 tmp[idx++] = mTextureTypes[i].mID;
     88                 texNames[i] = mTextureNames[i];
     89             }
     90 
     91             long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
     92             ProgramFragment pf = new ProgramFragment(id, mRS);
     93             initProgram(pf);
     94             return pf;
     95         }
     96     }
     97 }
     98 
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