/* * 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. */ package android.renderscript; /** * @hide * @deprecated in API 16 *

The RenderScript fragment program, also known as fragment shader is responsible * for manipulating pixel data in a user defined way. It's constructed from a GLSL * shader string containing the program body, textures inputs, and a Type object * that describes the constants used by the program. Similar to the vertex programs, * when an allocation with constant input values is bound to the shader, its values * are sent to the graphics program automatically.

*

The values inside the allocation are not explicitly tracked. If they change between two draw * calls using the same program object, the runtime needs to be notified of that * change by calling rsgAllocationSyncAll so it could send the new values to hardware. * Communication between the vertex and fragment programs is handled internally in the * GLSL code. For example, if the fragment program is expecting a varying input called * varTex0, the GLSL code inside the program vertex must provide it. *

* **/ public class ProgramFragment extends Program { ProgramFragment(long id, RenderScript rs) { super(id, rs); } /** * @deprecated in API 16 */ 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 * Creates ProgramFragment from the current state of the builder * * @return ProgramFragment */ public ProgramFragment 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.nProgramFragmentCreate(mShader, texNames, tmp); ProgramFragment pf = new ProgramFragment(id, mRS); initProgram(pf); return pf; } } }