ProgramVertex.java revision 460a04971c494fec39ffcb38e873bb8fdd82d113
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 **/
39package android.renderscript;
40
41
42import android.graphics.Matrix;
43import 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 **/
54public class ProgramVertex extends Program {
55
56    ProgramVertex(long 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++] = (int)mInputs[i].getID(mRS);
136            }
137            for (int i=0; i < mOutputCount; i++) {
138                tmp[idx++] = ProgramParam.OUTPUT.mID;
139                tmp[idx++] = (int)mOutputs[i].getID(mRS);
140            }
141            for (int i=0; i < mConstantCount; i++) {
142                tmp[idx++] = ProgramParam.CONSTANT.mID;
143                tmp[idx++] = (int)mConstants[i].getID(mRS);
144            }
145            for (int i=0; i < mTextureCount; i++) {
146                tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
147                tmp[idx++] = (int)mTextureTypes[i].mID;
148                texNames[i] = mTextureNames[i];
149            }
150
151            long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
152            ProgramVertex pv = new ProgramVertex(id, mRS);
153            initProgram(pv);
154            return pv;
155        }
156    }
157
158}
159