blob: 9257234de42ce61421d65c96cd44ce160fa9b201 [file] [log] [blame]
Alan Viverette3da604b2020-06-10 18:34:39 +00001/*
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
41import android.compat.annotation.UnsupportedAppUsage;
42
43
44/**
45 * @hide
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(long 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 * @hide
80 * @deprecated in API 16
81 * Builder class for creating ProgramVertex objects.
82 * The builder starts empty and the user must minimally provide
83 * the GLSL shader code, and the varying inputs. Constant, or
84 * uniform parameters to the shader may optionally be provided as
85 * well.
86 *
87 **/
88 public static class Builder extends BaseProgramBuilder {
89 /**
90 * @deprecated in API 16
91 * Create a builder object.
92 *
93 * @param rs Context to which the program will belong.
94 */
95 @UnsupportedAppUsage
96 public Builder(RenderScript rs) {
97 super(rs);
98 }
99
100 /**
101 * @deprecated in API 16
102 * Add varying inputs to the program
103 *
104 * @param e element describing the layout of the varying input
105 * structure
106 * @return self
107 */
108 @UnsupportedAppUsage
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 @UnsupportedAppUsage
128 public ProgramVertex create() {
129 mRS.validate();
130 long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
131 String[] texNames = new String[mTextureCount];
132 int idx = 0;
133
134 for (int i=0; i < mInputCount; i++) {
135 tmp[idx++] = ProgramParam.INPUT.mID;
136 tmp[idx++] = mInputs[i].getID(mRS);
137 }
138 for (int i=0; i < mOutputCount; i++) {
139 tmp[idx++] = ProgramParam.OUTPUT.mID;
140 tmp[idx++] = mOutputs[i].getID(mRS);
141 }
142 for (int i=0; i < mConstantCount; i++) {
143 tmp[idx++] = ProgramParam.CONSTANT.mID;
144 tmp[idx++] = mConstants[i].getID(mRS);
145 }
146 for (int i=0; i < mTextureCount; i++) {
147 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
148 tmp[idx++] = mTextureTypes[i].mID;
149 texNames[i] = mTextureNames[i];
150 }
151
152 long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
153 ProgramVertex pv = new ProgramVertex(id, mRS);
154 initProgram(pv);
155 return pv;
156 }
157 }
158
159}