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 42 import android.graphics.Matrix; 43 import android.util.Log; 44 45 46 /** 47 * @hide 48 * @deprecated in API 16 49 * ProgramVertex, also know as a vertex shader, describes a 50 * stage in the graphics pipeline responsible for manipulating 51 * geometric data in a user-defined way. 52 * 53 **/ 54 public class ProgramVertex extends Program { 55 56 ProgramVertex(int id, RenderScript rs) { 57 super(id, rs); 58 } 59 60 /** 61 * @deprecated in API 16 62 * @return number of input attribute elements 63 */ 64 public int getInputCount() { 65 return mInputs != null ? mInputs.length : 0; 66 } 67 68 /** 69 * @deprecated in API 16 70 * @param slot location of the input to return 71 * @return input attribute element 72 */ 73 public Element getInput(int slot) { 74 if (slot < 0 || slot >= mInputs.length) { 75 throw new IllegalArgumentException("Slot ID out of range."); 76 } 77 return mInputs[slot]; 78 } 79 80 /** 81 * @hide 82 * @deprecated in API 16 83 * Builder class for creating ProgramVertex objects. 84 * The builder starts empty and the user must minimally provide 85 * the GLSL shader code, and the varying inputs. Constant, or 86 * uniform parameters to the shader may optionally be provided as 87 * well. 88 * 89 **/ 90 public static class Builder extends BaseProgramBuilder { 91 /** 92 * @deprecated in API 16 93 * Create a builder object. 94 * 95 * @param rs Context to which the program will belong. 96 */ 97 public Builder(RenderScript rs) { 98 super(rs); 99 } 100 101 /** 102 * @deprecated in API 16 103 * Add varying inputs to the program 104 * 105 * @param e element describing the layout of the varying input 106 * structure 107 * @return self 108 */ 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 public ProgramVertex create() { 128 mRS.validate(); 129 int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2]; 130 String[] texNames = new String[mTextureCount]; 131 int idx = 0; 132 133 for (int i=0; i < mInputCount; i++) { 134 tmp[idx++] = ProgramParam.INPUT.mID; 135 tmp[idx++] = mInputs[i].getID(mRS); 136 } 137 for (int i=0; i < mOutputCount; i++) { 138 tmp[idx++] = ProgramParam.OUTPUT.mID; 139 tmp[idx++] = mOutputs[i].getID(mRS); 140 } 141 for (int i=0; i < mConstantCount; i++) { 142 tmp[idx++] = ProgramParam.CONSTANT.mID; 143 tmp[idx++] = mConstants[i].getID(mRS); 144 } 145 for (int i=0; i < mTextureCount; i++) { 146 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID; 147 tmp[idx++] = mTextureTypes[i].mID; 148 texNames[i] = mTextureNames[i]; 149 } 150 151 int id = mRS.nProgramVertexCreate(mShader, texNames, tmp); 152 ProgramVertex pv = new ProgramVertex(id, mRS); 153 initProgram(pv); 154 return pv; 155 } 156 } 157 158 } 159