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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 /**
     18  * @hide
     19  * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
     20  * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
     21  * The object is constructed by providing the RenderScript system with the following data:</p>
     22  * <ul>
     23  *   <li>Element describing its varying inputs or attributes</li>
     24  *   <li>GLSL shader string that defines the body of the program</li>
     25  *   <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
     26  * </ul>
     27  *
     28  * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
     29  * all subsequent draw calls until you bind a new program. If the program has constant inputs,
     30  * the user needs to bind an allocation containing those inputs. The allocation's type must match
     31  * the one provided during creation. The RenderScript library then does all the necessary plumbing
     32  * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
     33  * and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
     34  * The signatures don't have to be exact or in any strict order. As long as the input name in the shader
     35  * matches a channel name and size available on the mesh, the runtime takes care of connecting the
     36  * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
     37  *
     38  **/
     39 package android.renderscript;
     40 
     41 import android.annotation.UnsupportedAppUsage;
     42 
     43 
     44 /**
     45  * @hide
     46  * @deprecated in API 16
     47  * ProgramVertex, also know as a vertex shader, describes a
     48  * stage in the graphics pipeline responsible for manipulating
     49  * geometric data in a user-defined way.
     50  *
     51  **/
     52 public class ProgramVertex extends Program {
     53 
     54     ProgramVertex(long id, RenderScript rs) {
     55         super(id, rs);
     56     }
     57 
     58     /**
     59      * @deprecated in API 16
     60      * @return number of input attribute elements
     61      */
     62     public int getInputCount() {
     63         return mInputs != null ? mInputs.length : 0;
     64     }
     65 
     66     /**
     67      * @deprecated in API 16
     68      * @param slot location of the input to return
     69      * @return input attribute element
     70      */
     71     public Element getInput(int slot) {
     72         if (slot < 0 || slot >= mInputs.length) {
     73             throw new IllegalArgumentException("Slot ID out of range.");
     74         }
     75         return mInputs[slot];
     76     }
     77 
     78     /**
     79      * @hide
     80      * @deprecated in API 16
     81      * Builder class for creating ProgramVertex objects.
     82      * The builder starts empty and the user must minimally provide
     83      * the GLSL shader code, and the varying inputs. Constant, or
     84      * uniform parameters to the shader may optionally be provided as
     85      * well.
     86      *
     87      **/
     88     public static class Builder extends BaseProgramBuilder {
     89         /**
     90          * @deprecated in API 16
     91          * Create a builder object.
     92          *
     93          * @param rs Context to which the program will belong.
     94          */
     95         @UnsupportedAppUsage
     96         public Builder(RenderScript rs) {
     97             super(rs);
     98         }
     99 
    100         /**
    101          * @deprecated in API 16
    102          * Add varying inputs to the program
    103          *
    104          * @param e element describing the layout of the varying input
    105          *          structure
    106          * @return  self
    107          */
    108         @UnsupportedAppUsage
    109         public Builder addInput(Element e) throws IllegalStateException {
    110             // Should check for consistant and non-conflicting names...
    111             if(mInputCount >= MAX_INPUT) {
    112                 throw new RSIllegalArgumentException("Max input count exceeded.");
    113             }
    114             if (e.isComplex()) {
    115                 throw new RSIllegalArgumentException("Complex elements not allowed.");
    116             }
    117             mInputs[mInputCount++] = e;
    118             return this;
    119         }
    120 
    121         /**
    122          * @deprecated in API 16
    123          * Creates ProgramVertex from the current state of the builder
    124          *
    125          * @return  ProgramVertex
    126          */
    127         @UnsupportedAppUsage
    128         public ProgramVertex create() {
    129             mRS.validate();
    130             long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
    131             String[] texNames = new String[mTextureCount];
    132             int idx = 0;
    133 
    134             for (int i=0; i < mInputCount; i++) {
    135                 tmp[idx++] = ProgramParam.INPUT.mID;
    136                 tmp[idx++] = mInputs[i].getID(mRS);
    137             }
    138             for (int i=0; i < mOutputCount; i++) {
    139                 tmp[idx++] = ProgramParam.OUTPUT.mID;
    140                 tmp[idx++] = mOutputs[i].getID(mRS);
    141             }
    142             for (int i=0; i < mConstantCount; i++) {
    143                 tmp[idx++] = ProgramParam.CONSTANT.mID;
    144                 tmp[idx++] = mConstants[i].getID(mRS);
    145             }
    146             for (int i=0; i < mTextureCount; i++) {
    147                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
    148                 tmp[idx++] = mTextureTypes[i].mID;
    149                 texNames[i] = mTextureNames[i];
    150             }
    151 
    152             long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
    153             ProgramVertex pv = new ProgramVertex(id, mRS);
    154             initProgram(pv);
    155             return pv;
    156         }
    157     }
    158 
    159 }
    160