Continue development of es2.0 user shader support for renderscript. This change cleans up ProgramVertex creation and adds support for passing input, output, and constant type info.
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@ -25,81 +25,69 @@ import android.util.Log;
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* @hide
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*
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**/
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public class ProgramVertex extends BaseObj {
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public class ProgramVertex extends Program {
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public static final int MAX_LIGHT = 8;
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ProgramVertex(int id, RenderScript rs) {
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super(rs);
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mID = id;
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super(id, rs);
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}
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public void bindAllocation(MatrixAllocation va) {
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mRS.validate();
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mRS.nProgramVertexBindAllocation(mID, va.mAlloc.mID);
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bindConstants(va.mAlloc, 0);
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}
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public static class Builder {
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RenderScript mRS;
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Element mIn;
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Element mOut;
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Light[] mLights;
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int mLightCount;
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boolean mTextureMatrixEnable;
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String mShader;
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public Builder(RenderScript rs, Element in, Element out) {
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mRS = rs;
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mIn = in;
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mOut = out;
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mLights = new Light[MAX_LIGHT];
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mLightCount = 0;
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}
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public void setTextureMatrixEnable(boolean enable) {
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mTextureMatrixEnable = enable;
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}
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public void setShader(String s) {
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mShader = s;
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public ProgramVertex create() {
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int id = mRS.nProgramVertexCreate(mTextureMatrixEnable);
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return new ProgramVertex(id, mRS);
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}
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}
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public void addLight(Light l) throws IllegalStateException {
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if(mLightCount >= MAX_LIGHT) {
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throw new IllegalArgumentException("Max light count exceeded.");
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}
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mLights[mLightCount] = l;
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mLightCount++;
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}
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static synchronized ProgramVertex internalCreate(RenderScript rs, Builder b) {
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int inID = 0;
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int outID = 0;
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if (b.mIn != null) {
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inID = b.mIn.mID;
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}
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if (b.mOut != null) {
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outID = b.mOut.mID;
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}
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rs.nProgramVertexBegin(inID, outID);
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if (b.mShader != null) {
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rs.nProgramVertexSetShader(b.mShader);
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} else {
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for(int ct=0; ct < b.mLightCount; ct++) {
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rs.nProgramVertexAddLight(b.mLights[ct].mID);
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}
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rs.nProgramVertexSetTextureMatrixEnable(b.mTextureMatrixEnable);
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}
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int id = rs.nProgramVertexCreate();
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return new ProgramVertex(id, rs);
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public static class ShaderBuilder extends BaseProgramBuilder {
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public ShaderBuilder(RenderScript rs) {
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super(rs);
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}
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public ProgramVertex create() {
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mRS.validate();
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return internalCreate(mRS, this);
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int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount +1) * 2];
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int idx = 0;
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for (int i=0; i < mInputCount; i++) {
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tmp[idx++] = 0;
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tmp[idx++] = mInputs[i].mID;
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}
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for (int i=0; i < mOutputCount; i++) {
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tmp[idx++] = 1;
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tmp[idx++] = mOutputs[i].mID;
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}
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for (int i=0; i < mConstantCount; i++) {
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tmp[idx++] = 2;
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tmp[idx++] = mConstants[i].mID;
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}
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for (int i=0; i < mTextureCount; i++) {
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tmp[idx++] = 3;
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tmp[idx++] = mTextures[i].mID;
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}
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int id = mRS.nProgramVertexCreate2(mShader, tmp);
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ProgramVertex pv = new ProgramVertex(id, mRS);
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initProgram(pv);
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return pv;
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}
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}
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