/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @hide
* <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
* the graphics pipeline responsible for manipulating geometric data in a user-defined way.
* The object is constructed by providing the RenderScript system with the following data:</p>
* <ul>
* <li>Element describing its varying inputs or attributes</li>
* <li>GLSL shader string that defines the body of the program</li>
* <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
* </ul>
*
* <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
* all subsequent draw calls until you bind a new program. If the program has constant inputs,
* the user needs to bind an allocation containing those inputs. The allocation's type must match
* the one provided during creation. The RenderScript library then does all the necessary plumbing
* to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
* and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
* The signatures don't have to be exact or in any strict order. As long as the input name in the shader
* matches a channel name and size available on the mesh, the runtime takes care of connecting the
* two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
*
**/
package android.renderscript;
/**
* @hide
* @deprecated in API 16
* ProgramVertex, also know as a vertex shader, describes a
* stage in the graphics pipeline responsible for manipulating
* geometric data in a user-defined way.
*
**/
public class ProgramVertex extends Program {
ProgramVertex(long id, RenderScript rs) {
super(id, rs);
}
/**
* @deprecated in API 16
* @return number of input attribute elements
*/
public int getInputCount() {
return mInputs != null ? mInputs.length : 0;
}
/**
* @deprecated in API 16
* @param slot location of the input to return
* @return input attribute element
*/
public Element getInput(int slot) {
if (slot < 0 || slot >= mInputs.length) {
throw new IllegalArgumentException("Slot ID out of range.");
}
return mInputs[slot];
}
/**
* @hide
* @deprecated in API 16
* Builder class for creating ProgramVertex objects.
* The builder starts empty and the user must minimally provide
* the GLSL shader code, and the varying inputs. Constant, or
* uniform parameters to the shader may optionally be provided as
* well.
*
**/
public static class Builder extends BaseProgramBuilder {
/**
* @deprecated in API 16
* Create a builder object.
*
* @param rs Context to which the program will belong.
*/
public Builder(RenderScript rs) {
super(rs);
}
/**
* @deprecated in API 16
* Add varying inputs to the program
*
* @param e element describing the layout of the varying input
* structure
* @return self
*/
public Builder addInput(Element e) throws IllegalStateException {
// Should check for consistant and non-conflicting names...
if(mInputCount >= MAX_INPUT) {
throw new RSIllegalArgumentException("Max input count exceeded.");
}
if (e.isComplex()) {
throw new RSIllegalArgumentException("Complex elements not allowed.");
}
mInputs[mInputCount++] = e;
return this;
}
/**
* @deprecated in API 16
* Creates ProgramVertex from the current state of the builder
*
* @return ProgramVertex
*/
public ProgramVertex create() {
mRS.validate();
long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
String[] texNames = new String[mTextureCount];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
tmp[idx++] = ProgramParam.INPUT.mID;
tmp[idx++] = mInputs[i].getID(mRS);
}
for (int i=0; i < mOutputCount; i++) {
tmp[idx++] = ProgramParam.OUTPUT.mID;
tmp[idx++] = mOutputs[i].getID(mRS);
}
for (int i=0; i < mConstantCount; i++) {
tmp[idx++] = ProgramParam.CONSTANT.mID;
tmp[idx++] = mConstants[i].getID(mRS);
}
for (int i=0; i < mTextureCount; i++) {
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
tmp[idx++] = mTextureTypes[i].mID;
texNames[i] = mTextureNames[i];
}
long id = mRS.nProgramVertexCreate(mShader, texNames, tmp);
ProgramVertex pv = new ProgramVertex(id, mRS);
initProgram(pv);
return pv;
}
}
}