102 lines
3.6 KiB
Java
102 lines
3.6 KiB
Java
/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.renderscript;
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import android.compat.annotation.UnsupportedAppUsage;
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/**
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* @hide
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* @deprecated in API 16
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* <p>The RenderScript fragment program, also known as fragment shader is responsible
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* for manipulating pixel data in a user defined way. It's constructed from a GLSL
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* shader string containing the program body, textures inputs, and a Type object
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* that describes the constants used by the program. Similar to the vertex programs,
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* when an allocation with constant input values is bound to the shader, its values
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* are sent to the graphics program automatically.</p>
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* <p> The values inside the allocation are not explicitly tracked. If they change between two draw
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* calls using the same program object, the runtime needs to be notified of that
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* change by calling rsgAllocationSyncAll so it could send the new values to hardware.
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* Communication between the vertex and fragment programs is handled internally in the
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* GLSL code. For example, if the fragment program is expecting a varying input called
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* varTex0, the GLSL code inside the program vertex must provide it.
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* </p>
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*
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**/
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@Deprecated
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public class ProgramFragment extends Program {
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ProgramFragment(long id, RenderScript rs) {
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super(id, rs);
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}
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/**
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* @deprecated in API 16
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*/
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public static class Builder extends BaseProgramBuilder {
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/**
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* @deprecated in API 16
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* Create a builder object.
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*
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* @param rs Context to which the program will belong.
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*/
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@UnsupportedAppUsage
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public Builder(RenderScript rs) {
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super(rs);
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}
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/**
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* @deprecated in API 16
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* Creates ProgramFragment from the current state of the builder
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*
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* @return ProgramFragment
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*/
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@UnsupportedAppUsage
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public ProgramFragment create() {
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mRS.validate();
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long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
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String[] texNames = new String[mTextureCount];
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int idx = 0;
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for (int i=0; i < mInputCount; i++) {
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tmp[idx++] = ProgramParam.INPUT.mID;
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tmp[idx++] = mInputs[i].getID(mRS);
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}
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for (int i=0; i < mOutputCount; i++) {
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tmp[idx++] = ProgramParam.OUTPUT.mID;
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tmp[idx++] = mOutputs[i].getID(mRS);
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}
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for (int i=0; i < mConstantCount; i++) {
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tmp[idx++] = ProgramParam.CONSTANT.mID;
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tmp[idx++] = mConstants[i].getID(mRS);
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}
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for (int i=0; i < mTextureCount; i++) {
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tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
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tmp[idx++] = mTextureTypes[i].mID;
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texNames[i] = mTextureNames[i];
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}
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long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
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ProgramFragment pf = new ProgramFragment(id, mRS);
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initProgram(pf);
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return pf;
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}
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}
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}
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