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 package android.renderscript;
18 
19 
20 /**
21  * @hide
22  * @deprecated in API 16
23  * <p>The RenderScript fragment program, also known as fragment shader is responsible
24  * for manipulating pixel data in a user defined way. It's constructed from a GLSL
25  * shader string containing the program body, textures inputs, and a Type object
26  * that describes the constants used by the program. Similar to the vertex programs,
27  * when an allocation with constant input values is bound to the shader, its values
28  * are sent to the graphics program automatically.</p>
29  * <p> The values inside the allocation are not explicitly tracked. If they change between two draw
30  * calls using the same program object, the runtime needs to be notified of that
31  * change by calling rsgAllocationSyncAll so it could send the new values to hardware.
32  * Communication between the vertex and fragment programs is handled internally in the
33  * GLSL code. For example, if the fragment program is expecting a varying input called
34  * varTex0, the GLSL code inside the program vertex must provide it.
35  * </p>
36  *
37  **/
38 public class ProgramFragment extends Program {
ProgramFragment(long id, RenderScript rs)39     ProgramFragment(long id, RenderScript rs) {
40         super(id, rs);
41     }
42 
43     /**
44      * @deprecated in API 16
45      */
46     public static class Builder extends BaseProgramBuilder {
47         /**
48          * @deprecated in API 16
49          * Create a builder object.
50          *
51          * @param rs Context to which the program will belong.
52          */
Builder(RenderScript rs)53         public Builder(RenderScript rs) {
54             super(rs);
55         }
56 
57         /**
58          * @deprecated in API 16
59          * Creates ProgramFragment from the current state of the builder
60          *
61          * @return  ProgramFragment
62          */
create()63         public ProgramFragment create() {
64             mRS.validate();
65             long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
66             String[] texNames = new String[mTextureCount];
67             int idx = 0;
68 
69             for (int i=0; i < mInputCount; i++) {
70                 tmp[idx++] = ProgramParam.INPUT.mID;
71                 tmp[idx++] = mInputs[i].getID(mRS);
72             }
73             for (int i=0; i < mOutputCount; i++) {
74                 tmp[idx++] = ProgramParam.OUTPUT.mID;
75                 tmp[idx++] = mOutputs[i].getID(mRS);
76             }
77             for (int i=0; i < mConstantCount; i++) {
78                 tmp[idx++] = ProgramParam.CONSTANT.mID;
79                 tmp[idx++] = mConstants[i].getID(mRS);
80             }
81             for (int i=0; i < mTextureCount; i++) {
82                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
83                 tmp[idx++] = mTextureTypes[i].mID;
84                 texNames[i] = mTextureNames[i];
85             }
86 
87             long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
88             ProgramFragment pf = new ProgramFragment(id, mRS);
89             initProgram(pf);
90             return pf;
91         }
92     }
93 }
94 
95 
96 
97