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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 
     42 /**
     43  * @hide
     44  * @deprecated in API 16
     45  * ProgramVertex, also know as a vertex shader, describes a
     46  * stage in the graphics pipeline responsible for manipulating
     47  * geometric data in a user-defined way.
     48  *
     49  **/
     50 public class ProgramVertex extends Program {
     51 
     52     ProgramVertex(long id, RenderScript rs) {
     53         super(id, rs);
     54     }
     55 
     56     /**
     57      * @deprecated in API 16
     58      * @return number of input attribute elements
     59      */
     60     public int getInputCount() {
     61         return mInputs != null ? mInputs.length : 0;
     62     }
     63 
     64     /**
     65      * @deprecated in API 16
     66      * @param slot location of the input to return
     67      * @return input attribute element
     68      */
     69     public Element getInput(int slot) {
     70         if (slot < 0 || slot >= mInputs.length) {
     71             throw new IllegalArgumentException("Slot ID out of range.");
     72         }
     73         return mInputs[slot];
     74     }
     75 
     76     /**
     77      * @hide
     78      * @deprecated in API 16
     79      * Builder class for creating ProgramVertex objects.
     80      * The builder starts empty and the user must minimally provide
     81      * the GLSL shader code, and the varying inputs. Constant, or
     82      * uniform parameters to the shader may optionally be provided as
     83      * well.
     84      *
     85      **/
     86     public static class Builder extends BaseProgramBuilder {
     87         /**
     88          * @deprecated in API 16
     89          * Create a builder object.
     90          *
     91          * @param rs Context to which the program will belong.
     92          */
     93         public Builder(RenderScript rs) {
     94             super(rs);
     95         }
     96 
     97         /**
     98          * @deprecated in API 16
     99          * Add varying inputs to the program
    100          *
    101          * @param e element describing the layout of the varying input
    102          *          structure
    103          * @return  self
    104          */
    105         public Builder addInput(Element e) throws IllegalStateException {
    106             // Should check for consistant and non-conflicting names...
    107             if(mInputCount >= MAX_INPUT) {
    108                 throw new RSIllegalArgumentException("Max input count exceeded.");
    109             }
    110             if (e.isComplex()) {
    111                 throw new RSIllegalArgumentException("Complex elements not allowed.");
    112             }
    113             mInputs[mInputCount++] = e;
    114             return this;
    115         }
    116 
    117         /**
    118          * @deprecated in API 16
    119          * Creates ProgramVertex from the current state of the builder
    120          *
    121          * @return  ProgramVertex
    122          */
    123         public ProgramVertex create() {
    124             mRS.validate();
    125             long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
    126             String[] texNames = new String[mTextureCount];
    127             int idx = 0;
    128 
    129             for (int i=0; i < mInputCount; i++) {
    130                 tmp[idx++] = ProgramParam.INPUT.mID;
    131                 tmp[idx++] = mInputs[i].getID(mRS);
    132             }
    133             for (int i=0; i < mOutputCount; i++) {
    134                 tmp[idx++] = ProgramParam.OUTPUT.mID;
    135                 tmp[idx++] = mOutputs[i].getID(mRS);
    136             }
    137             for (int i=0; i < mConstantCount; i++) {
    138                 tmp[idx++] = ProgramParam.CONSTANT.mID;
    139                 tmp[idx++] = mConstants[i].getID(mRS);
    140             }
    141             for (int i=0; i < mTextureCount; i++) {
    142                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
    143                 tmp[idx++] = mTextureTypes[i].mID;
    144                 texNames[i] = mTextureNames[i];
    145             }
    146 
    147             long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
    148             ProgramVertex pv = new ProgramVertex(id, mRS);
    149             initProgram(pv);
    150             return pv;
    151         }
    152     }
    153 
    154 }
    155