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/*
* 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;
import android.util.Config;
import android.util.Log;
/**
* <p>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.</p>
* <p> 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.
* </p>
*
**/
public class ProgramFragment extends Program {
ProgramFragment(int id, RenderScript rs) {
super(id, rs);
}
public static class Builder extends BaseProgramBuilder {
/**
* Create a builder object.
*
* @param rs Context to which the program will belong.
*/
public Builder(RenderScript rs) {
super(rs);
}
/**
* Creates ProgramFragment from the current state of the builder
*
* @return ProgramFragment
*/
public ProgramFragment create() {
mRS.validate();
int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
tmp[idx++] = ProgramParam.INPUT.mID;
tmp[idx++] = mInputs[i].getID();
}
for (int i=0; i < mOutputCount; i++) {
tmp[idx++] = ProgramParam.OUTPUT.mID;
tmp[idx++] = mOutputs[i].getID();
}
for (int i=0; i < mConstantCount; i++) {
tmp[idx++] = ProgramParam.CONSTANT.mID;
tmp[idx++] = mConstants[i].getID();
}
for (int i=0; i < mTextureCount; i++) {
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
tmp[idx++] = mTextureTypes[i].mID;
}
int id = mRS.nProgramFragmentCreate(mShader, tmp);
ProgramFragment pf = new ProgramFragment(id, mRS);
initProgram(pf);
return pf;
}
}
}
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