|  | /* | 
|  | * 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; | 
|  |  | 
|  | import android.compat.annotation.UnsupportedAppUsage; | 
|  |  | 
|  |  | 
|  | /** | 
|  | * @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. | 
|  | * | 
|  | **/ | 
|  | @Deprecated | 
|  | 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. | 
|  | */ | 
|  | @UnsupportedAppUsage | 
|  | 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 | 
|  | */ | 
|  | @UnsupportedAppUsage | 
|  | 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 | 
|  | */ | 
|  | @UnsupportedAppUsage | 
|  | 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; | 
|  | } | 
|  | } | 
|  |  | 
|  | } |