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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 
     20 import android.util.Log;
     21 
     22 
     23 /**
     24  * <p>The Renderscript fragment program, also known as fragment shader is responsible
     25  * for manipulating pixel data in a user defined way. It's constructed from a GLSL
     26  * shader string containing the program body, textures inputs, and a Type object
     27  * that describes the constants used by the program. Similar to the vertex programs,
     28  * when an allocation with constant input values is bound to the shader, its values
     29  * are sent to the graphics program automatically.</p>
     30  * <p> The values inside the allocation are not explicitly tracked. If they change between two draw
     31  * calls using the same program object, the runtime needs to be notified of that
     32  * change by calling rsgAllocationSyncAll so it could send the new values to hardware.
     33  * Communication between the vertex and fragment programs is handled internally in the
     34  * GLSL code. For example, if the fragment program is expecting a varying input called
     35  * varTex0, the GLSL code inside the program vertex must provide it.
     36  * </p>
     37  *
     38  **/
     39 public class ProgramFragment extends Program {
     40     ProgramFragment(int id, RenderScript rs) {
     41         super(id, rs);
     42     }
     43 
     44     public static class Builder extends BaseProgramBuilder {
     45         /**
     46          * Create a builder object.
     47          *
     48          * @param rs Context to which the program will belong.
     49          */
     50         public Builder(RenderScript rs) {
     51             super(rs);
     52         }
     53 
     54         /**
     55          * Creates ProgramFragment from the current state of the builder
     56          *
     57          * @return  ProgramFragment
     58          */
     59         public ProgramFragment create() {
     60             mRS.validate();
     61             int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
     62             int idx = 0;
     63 
     64             for (int i=0; i < mInputCount; i++) {
     65                 tmp[idx++] = ProgramParam.INPUT.mID;
     66                 tmp[idx++] = mInputs[i].getID();
     67             }
     68             for (int i=0; i < mOutputCount; i++) {
     69                 tmp[idx++] = ProgramParam.OUTPUT.mID;
     70                 tmp[idx++] = mOutputs[i].getID();
     71             }
     72             for (int i=0; i < mConstantCount; i++) {
     73                 tmp[idx++] = ProgramParam.CONSTANT.mID;
     74                 tmp[idx++] = mConstants[i].getID();
     75             }
     76             for (int i=0; i < mTextureCount; i++) {
     77                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
     78                 tmp[idx++] = mTextureTypes[i].mID;
     79             }
     80 
     81             int id = mRS.nProgramFragmentCreate(mShader, tmp);
     82             ProgramFragment pf = new ProgramFragment(id, mRS);
     83             initProgram(pf);
     84             return pf;
     85         }
     86     }
     87 }
     88 
     89 
     90 
     91