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 * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
19 * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
20 * The object is constructed by providing the Renderscript system with the following data:</p>
21 * <ul>
22 *   <li>Element describing its varying inputs or attributes</li>
23 *   <li>GLSL shader string that defines the body of the program</li>
24 *   <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
25 * </ul>
26 *
27 * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
28 * all subsequent draw calls until you bind a new program. If the program has constant inputs,
29 * the user needs to bind an allocation containing those inputs. The allocation's type must match
30 * the one provided during creation. The Renderscript library then does all the necessary plumbing
31 * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
32 * and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
33 * The signatures don't have to be exact or in any strict order. As long as the input name in the shader
34 * matches a channel name and size available on the mesh, the runtime takes care of connecting the
35 * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
36 *
37 **/
38package android.renderscript;
39
40
41import android.graphics.Matrix;
42import android.util.Log;
43
44
45/**
46 * @deprecated in API 16
47 * ProgramVertex, also know as a vertex shader, describes a
48 * stage in the graphics pipeline responsible for manipulating
49 * geometric data in a user-defined way.
50 *
51 **/
52public class ProgramVertex extends Program {
53
54    ProgramVertex(int id, RenderScript rs) {
55        super(id, rs);
56    }
57
58    /**
59     * @deprecated in API 16
60     * @return number of input attribute elements
61     */
62    public int getInputCount() {
63        return mInputs != null ? mInputs.length : 0;
64    }
65
66    /**
67     * @deprecated in API 16
68     * @param slot location of the input to return
69     * @return input attribute element
70     */
71    public Element getInput(int slot) {
72        if (slot < 0 || slot >= mInputs.length) {
73            throw new IllegalArgumentException("Slot ID out of range.");
74        }
75        return mInputs[slot];
76    }
77
78    /**
79    * @deprecated in API 16
80    * Builder class for creating ProgramVertex objects.
81    * The builder starts empty and the user must minimally provide
82    * the GLSL shader code, and the varying inputs. Constant, or
83    * uniform parameters to the shader may optionally be provided as
84    * well.
85    *
86    **/
87    public static class Builder extends BaseProgramBuilder {
88        /**
89         * @deprecated in API 16
90         * Create a builder object.
91         *
92         * @param rs Context to which the program will belong.
93         */
94        public Builder(RenderScript rs) {
95            super(rs);
96        }
97
98        /**
99         * @deprecated in API 16
100         * Add varying inputs to the program
101         *
102         * @param e element describing the layout of the varying input
103         *          structure
104         * @return  self
105         */
106        public Builder addInput(Element e) throws IllegalStateException {
107            // Should check for consistant and non-conflicting names...
108            if(mInputCount >= MAX_INPUT) {
109                throw new RSIllegalArgumentException("Max input count exceeded.");
110            }
111            if (e.isComplex()) {
112                throw new RSIllegalArgumentException("Complex elements not allowed.");
113            }
114            mInputs[mInputCount++] = e;
115            return this;
116        }
117
118        /**
119         * @deprecated in API 16
120         * Creates ProgramVertex from the current state of the builder
121         *
122         * @return  ProgramVertex
123         */
124        public ProgramVertex create() {
125            mRS.validate();
126            int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
127            String[] texNames = new String[mTextureCount];
128            int idx = 0;
129
130            for (int i=0; i < mInputCount; i++) {
131                tmp[idx++] = ProgramParam.INPUT.mID;
132                tmp[idx++] = mInputs[i].getID(mRS);
133            }
134            for (int i=0; i < mOutputCount; i++) {
135                tmp[idx++] = ProgramParam.OUTPUT.mID;
136                tmp[idx++] = mOutputs[i].getID(mRS);
137            }
138            for (int i=0; i < mConstantCount; i++) {
139                tmp[idx++] = ProgramParam.CONSTANT.mID;
140                tmp[idx++] = mConstants[i].getID(mRS);
141            }
142            for (int i=0; i < mTextureCount; i++) {
143                tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
144                tmp[idx++] = mTextureTypes[i].mID;
145                texNames[i] = mTextureNames[i];
146            }
147
148            int id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
149            ProgramVertex pv = new ProgramVertex(id, mRS);
150            initProgram(pv);
151            return pv;
152        }
153    }
154
155}
156