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