710 lines
36 KiB
Plaintext
710 lines
36 KiB
Plaintext
page.title=3D Rendering and Computation with Renderscript
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#overview">Renderscript System Overview</a></li>
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<li>
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<a href="#api">API Overview</a>
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<ol>
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<li><a href="#native-api">Native Renderscript APIs</a></li>
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<li><a href="#reflective-api">Reflective layer APIs</a></li>
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<li><a href="#graphics-api">Graphics APIs</a></li>
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</ol>
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</li>
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<li>
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<a href="#developing">Developing a Renderscript application</a>
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<ol>
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<li><a href="#hello-graphics">The Hello Graphics application</a></li>
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</ol>
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</li>
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</ol>
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</div>
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</div>
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<p>The Renderscript system offers high performance 3D rendering and mathematical computations at
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the native level. The Renderscript APIs are intended for developers who are comfortable with
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developing in C (C99 standard) and want to maximize performance in their applications. The
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Renderscript system improves performance by running as native code on the device, but it also
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features cross-platform functionality. To achieve this, the Android build tools compile your
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Renderscript <code>.rs</code> file to intermediate bytecode and package it inside your
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application's <code>.apk</code> file. On the device, the bytecode is compiled (just-in-time) to
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machine code that is further optimized for the device that it is running on. This eliminates the
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need to target a specific architecture during the development process. The compiled code on the
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device is cached, so subsequent uses of the Renderscript enabled application do not recompile the
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intermediate code.</p>
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<p>The disadvantage of the Renderscript system is that it adds complexity to the development and
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debugging processes and is not a substitute for the Android system APIs. It is a portable native
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language with pointers and explicit resource management. The target use is for performance
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critical code where the existing Android APIs are not sufficient. If what you are rendering or
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computing is very simple and does not require much processing power, you should still use the
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Android APIs for ease of development. Debugging visibility can be limited, because the
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Renderscript system can execute on processors other than the main CPU (such as the GPU), so if
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this occurs, debugging becomes more difficult. Remember the tradeoffs between development and
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debugging complexity versus performance when deciding to use Renderscript.</p>
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<p>For an example of Renderscript in action, see the 3D carousel view in the Android 3.0 versions
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of Google Books and YouTube or install the Renderscript sample applications that are shipped with
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the SDK in <code><sdk_root>/platforms/android-3.0/samples</code>.</p>
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<h2 id="overview">Renderscript System Overview</h2>
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<p>The Renderscript system adopts a control and slave architecture where the low-level native
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code is controlled by the higher level Android system that runs in the virtual machine (VM). When
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you use the Renderscript system, there are three layers of APIs that exist:</p>
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<ul>
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<li>The native Renderscript layer consists of the native Renderscript <code>.rs</code> files
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that you write to compute mathematical operations, render graphics, or both. This layer does
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the intensive computation or graphics rendering and returns the result back to the Android VM
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through the reflected layer.</li>
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<li>The reflected layer is a set of generated Android system classes (through reflection) based
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on the native layer interface that you define. This layer acts as a bridge between the native
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Renderscript layer and the Android system layer. The Android build tools automatically generate
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the APIs for this layer during the build process.</li>
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<li>The Android system layer consists of your normal Android APIs along with the Renderscript
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APIs in {@link android.renderscript}. This layer handles things such as the Activity lifecycle
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management of your application and calls the native Renderscript layer through the reflected
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layer.</li>
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</ul>
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<p>To fully understand how the Renderscript system works, you must understand how the reflected
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layer is generated and how it interacts with the native Renderscript layer and Android system
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layer. The reflected layer provides the entry points into the native code, enabling the Android
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system code to give high level commands like, "rotate the view" or "filter the bitmap." It
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delegates all the heavy lifting to the native layer. To accomplish this, you need to create logic
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to hook together all of these layers so that they can correctly communicate.</p>
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<p>At the root of everything is your Renderscript, which is the actual C code that you write and
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save to a <code>.rs</code> file in your project. There are two kinds of Renderscripts: compute
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and graphics. A compute Renderscript does not do any graphics rendering while a graphics
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Renderscript does.</p>
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<p>When you create a Renderscript <code>.rs</code> file, an equivalent, reflective layer class,
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{@link android.renderscript.ScriptC}, is generated by the build tools and exposes the native
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functions to the Android system. This class is named
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<code><em>ScriptC_renderscript_filename</em></code>. The following list describes the major
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components of your native Renderscript code that is reflected:</p>
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<ul>
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<li>The non-static functions in your Renderscript (<code>.rs</code> file) are reflected into
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<code><em>ScriptC_renderscript_filename</em></code> of type {@link
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android.renderscript.ScriptC}.</li>
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<li>Any non-static, global Renderscript variables are reflected into
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<code><em>ScriptC_renderscript_filename</em></code>.
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Accessor methods are generated, so the Android system layer can access the values.
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The <code>get()</code> method comes with a one-way communication restriction.
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The Android system layer always caches the last value that is set and returns that during a call to get.
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If the native Renderscript code has changed the value, the change does propagate back to the Android system layer
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for efficiency. If the global variables are initialized in the native Renderscript code, those values are used
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to initialize the Android system versions. If global variables are marked as <code>const</code>,
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then a <code>set()</code> method is not generated.
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</li>
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<li>Structs are reflected into their own classes, one for each struct, into a class named
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<code>ScriptField_<em>struct_name</em></code> of type {@link
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android.renderscript.Script.FieldBase}.</li>
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<li>Global pointers have a special property. They provide attachment points where the Android system can attach allocations.
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If the global pointer is a user defined structure type, it must be a type that is legal for reflection (primitives
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or Renderscript data types). The Android system can call the reflected class to allocate memory and
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optionally populate data, then attach it to the Renderscript.
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For arrays of basic types, the procedure is similar, except a reflected class is not needed.
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Renderscripts should not directly set the exported global pointers.</li>
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</ul>
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<p>The Android system also has a corresponding Renderscript context object, {@link
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android.renderscript.RenderScript} (for a compute Renderscript) or {@link
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android.renderscript.RenderScriptGL} (for a graphics Renderscript). This context object allows
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you to bind to the reflected Renderscript class, so that the Renderscript context knows what its
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corresponding native Renderscript is. If you have a graphics Renderscript context, you can also
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specify a variety of Programs (stages in the graphics pipeline) to tweek how your graphics are
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rendered. A graphics Renderscript context also needs a surface to render on, {@link
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android.renderscript.RSSurfaceView}, which gets passed into its constructor. When all three of
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the layers are connected, the Renderscript system can compute or render graphics.</p>
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<h2 id="api">API overview</h2>
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<p>Renderscript code is compiled and executed in a compact and well defined runtime, which has
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access to a limited amount of functions. Renderscript cannot use the NDK or standard C functions,
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because these functions are assumed to be running on a standard CPU. The Renderscript runtime
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chooses the best processor to execute the code, which may not be the CPU, so it cannot guarantee
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support for standard C libraries. What Renderscript does offer is an API that supports intensive
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computation with an extensive collection of math APIs. Some key features of the Renderscript APIs
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are:</p>
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<h3 id="native-api">Native Renderscript APIs</h3>
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<p>The Renderscript headers are located in the <code>include</code> and
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<code>clang-include</code> directories in the
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<code><sdk_root>/platforms/android-3.0/renderscript</code> directory of the Android SDK.
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The headers are automatically included for you, except for the graphics specific header,
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which you can define as follows:</p>
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<pre>#include "rs_graphics.rsh"</pre>
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<p>Some key features of the native Renderscript libraries include:
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<ul>
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<li>A large collection of math functions with both scalar and vector typed overloaded versions
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of many common routines. Operations such as adding, multiplying, dot product, and cross product
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are available.</li>
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<li>Conversion routines for primitive data types and vectors, matrix routines, date and time
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routines, and graphics routines.</li>
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<li>Logging functions</li>
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<li>Graphics rendering functions</li>
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<li>Memory allocation request features</li>
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<li>Data types and structures to support the Renderscript system such as
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Vector types for defining two-, three-, or four-vectors.</li></li>
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</ul>
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</ul>
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<h3 id="reflective-api">Reflective layer APIs</h3>
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<p>These classes are not generated by the reflection process, and are actually part of the
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Android system APIs, but they are mainly used by the reflective layer classes to handle memory
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allocation and management for your Renderscript. You normally do not need to be call these classes
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directly.</p>
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<p>Because of the constraints of the Renderscript native layer, you cannot do any dynamic
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memory allocation in your Renderscript <code>.rs</code> file.
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The native Renderscript layer can request memory from the Android system layer, which allocates memory
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for you and does reference counting to figure out when to free the memory. A memory allocation
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is taken care of by the {@link android.renderscript.Allocation} class and memory is requested
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in your Renderscript code with the <code>the rs_allocation</code> type.
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All references to Renderscript objects are counted, so when your Renderscript native code
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or system code no longer references a particular {@link android.renderscript.Allocation}, it destroys itself.
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Alternatively, you can call {@link android.renderscript.Allocation#destroy destroy()} from the
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Android system level, which decreases the reference to the {@link android.renderscript.Allocation}.
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If no references exist after the decrease, the {@link android.renderscript.Allocation} destroys itself.
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The Android system object, which at this point is just an empty shell, is eventually garbage collected.
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</p>
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<p>The following classes are mainly used by the reflective layer classes:</p>
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<table>
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<tr>
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<th>Android Object Type</th>
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<th>Renderscript Native Type</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>{@link android.renderscript.Element}</td>
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<td>rs_element</td>
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<td>
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An {@link android.renderscript.Element} is the most basic element of a memory type. An
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element represents one cell of a memory allocation. An element can have two forms: Basic or
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Complex. They are typically created from C structures that are used within Renderscript
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code and cannot contain pointers or nested arrays. The other common source of elements is
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bitmap formats.
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<p>A basic element contains a single component of data of any valid Renderscript data type.
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Examples of basic element data types include a single float value, a float4 vector, or a
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single RGB-565 color.</p>
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<p>Complex elements contain a list of sub-elements and names that is basically a reflection
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of a C struct. You access the sub-elements by name from a script or vertex program. The
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most basic primitive type determines the data alignment of the structure. For example, a
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float4 vector is alligned to <code>sizeof(float)</code> and not
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<code>sizeof(float4)</code>. The ordering of the elements in memory are the order in which
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they were added, with each component aligned as necessary.</p>
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</td>
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</tr>
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<tr>
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<td>{@link android.renderscript.Type}</td>
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<td>rs_type</td>
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<td>A Type is an allocation template that consists of an element and one or more dimensions.
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It describes the layout of the memory but does not allocate storage for the data that it
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describes. A Type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of
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a cube map). You can assign the X,Y,Z dimensions to any positive integer value within the
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constraints of available memory. A single dimension allocation has an X dimension of greater
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than zero while the Y and Z dimensions are zero to indicate not present. For example, an
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allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is considered one
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dimensional. The LOD and Faces dimensions are booleans to indicate present or not
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present.</td>
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</tr>
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<tr>
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<td>{@link android.renderscript.Allocation}</td>
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<td>rs_allocation</td>
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<td>
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An {@link android.renderscript.Allocation} provides the memory for applications. An {@link
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android.renderscript.Allocation} allocates memory based on a description of the memory that
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is represented by a {@link android.renderscript.Type}. The {@link
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android.renderscript.Type} describes an array of {@link android.renderscript.Element}s that
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represent the memory to be allocated. Allocations are the primary way data moves into and
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out of scripts.
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<p>Memory is user-synchronized and it's possible for allocations to exist in multiple
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memory spaces concurrently. For example, if you make a call to the graphics card to load a
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bitmap, you give it the bitmap to load from in the system memory. After that call returns,
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the graphics memory contains its own copy of the bitmap so you can choose whether or not to
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maintain the bitmap in the system memory. If the Renderscript system modifies an allocation
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that is used by other targets, it must call {@link android.renderscript#syncAll syncAll()} to push the updates to
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the memory. Otherwise, the results are undefined.</p>
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<p>Allocation data is uploaded in one of two primary ways: type checked and type unchecked.
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For simple arrays there are <code>copyFrom()</code> functions that take an array from the
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Android system code and copy it to the native layer memory store. Both type checked and
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unchecked copies are provided. The unchecked variants allow the Android system to copy over
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arrays of structures because it not support inherently support structures. For example, if
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there is an allocation that is an array n floats, you can copy the data contained in a
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float[n] array or a byte[n*4] array.</p>
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</td>
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</tr>
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<tr>
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<td>{@link android.renderscript.Script}</td>
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<td>rs_script</td>
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<td>Renderscript scripts do much of the work in the native layer. This class is generated
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from a Renderscript file that has the <code>.rs</code> file extension. This class is named
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<code>ScriptC_<em>rendersript_filename</em></code> when it gets generated.</td>
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</tr>
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</table>
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<h3 id="graphics-api">Graphics API</h3>
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<p>Renderscript provides a number of graphics APIs for hardware-accelerated 3D rendering. The
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Renderscript graphics APIs include a stateful context, {@link
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android.renderscript.RenderScriptGL} that contains the current rendering state. The primary state
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consists of the objects that are attached to the rendering context, which are the graphics Renderscript
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and the four program types. The main working function of the graphics Renderscript is the code that is
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defined in the <code>root()</code> function. The <code>root()</code> function is called each time the surface goes through a frame
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refresh. The four program types mirror a traditional graphical rendering pipeline and are:</p>
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<ul>
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<li>Vertex</li>
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<li>Fragment</li>
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<li>Store</li>
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<li>Raster</li>
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</ul>
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<p>Graphical scripts have more properties beyond a basic computational script, and they call the
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'rsg'-prefixed functions defined in the <code>rs_graphics.rsh</code> header file. A graphics
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Renderscript can also set four pragmas that control the default bindings to the {@link
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android.renderscript.RenderScriptGL} context when the script is executing:</p>
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<ul>
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<li>stateVertex</li>
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<li>stateFragment</li>
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<li>stateRaster</li>
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<li>stateStore</li>
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</ul>
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<p>The possible values are <code>parent</code> or <code>default</code> for each pragma. Using
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<code>default</code> says that when a script is executed, the bindings to the graphical context
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are the system defaults. Using <code>parent</code> says that the state should be the same as it
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is in the calling script. If this is a root script, the parent
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state is taken from the bind points as set in the {@link android.renderscript.RenderScriptGL}
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bind methods in the control environment (VM environment).</p>
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<p>For example, you can define this at the top of your native Renderscript code:</p>
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<pre>
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#pragma stateVertex(parent)
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#pragma stateStore(parent)
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</pre>
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<p>The following table describes the major graphics specific APIs that are available to you:</p>
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<table>
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<tr>
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<th>Android Object Type</th>
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<th>Renderscript Native Type</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>{@link android.renderscript.ProgramVertex}</td>
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<td>rs_program_vertex</td>
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<td>
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The Renderscript vertex program, also known as a vertex shader, describes the stage in the
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graphics pipeline responsible for manipulating geometric data in a user-defined way. The
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object is constructed by providing Renderscript with the following data:
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<ul>
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<li>An Element describing its varying inputs or attributes</li>
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<li>GLSL shader string that defines the body of the program</li>
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<li>a Type that describes the layout of an Allocation containing constant or uniform
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inputs</li>
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</ul>
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<p>Once the program is created, bind it to the graphics context. It is then used for all
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subsequent draw calls until you bind a new program. If the program has constant inputs, the
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user needs to bind an allocation containing those inputs. The allocation’s type must match
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the one provided during creation. The Renderscript library then does all the necessary
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plumbing to send those constants to the graphics hardware. Varying inputs to the shader,
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such as position, normal, and texture coordinates are matched by name between the input
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Element and the Mesh object being drawn. The signatures don’t have to be exact or in any
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strict order. As long as the input name in the shader matches a channel name and size
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available on the mesh, the run-time would take care of connecting the two. Unlike OpenGL,
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there is no need to link the vertex and fragment programs.</p>
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<p> To bind shader constructs to the Program, declare a struct containing the necessary shader constants in your native Renderscript code.
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This struct is generated into a reflected class that you can use as a constant input element
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during the Program's creation. It is an easy way to create an instance of this struct as an allocation.
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You would then bind this Allocation to the Program and the Renderscript system sends the data that
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is contained in the struct to the hardware when necessary. To update shader constants, you change the values
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in the Allocation and notify the native Renderscript code of the change.</p>
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</td>
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</tr>
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<tr>
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<td>{@link android.renderscript.ProgramFragment}</td>
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<td>rs_program_fragment</td>
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<td>The Renderscript fragment program, also known as the fragment shader, is responsible for
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manipulating pixel data in a user-defined way. It’s constructed from a GLSL shader string
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containing the program body, textures inputs, and a Type object describing the constants used
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by the program. Like the vertex programs, when an allocation with constant input values is
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bound to the shader, its values are sent to the graphics program automatically. Note that the
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values inside the allocation are not explicitly tracked. If they change between two draw
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calls using the same program object, notify the runtime of that change by calling
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rsgAllocationSyncAll so it could send the new values to hardware. Communication between the
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vertex and fragment programs is handled internally in the GLSL code. For example, if the
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fragment program is expecting a varying input called varTex0, the GLSL code inside the
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program vertex must provide it.
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<p> To bind shader constructs to the this Program, declare a struct containing the necessary shader constants in your native Renderscript code.
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This struct is generated into a reflected class that you can use as a constant input element
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during the Program's creation. It is an easy way to create an instance of this struct as an allocation.
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You would then bind this Allocation to the Program and the Renderscript system sends the data that
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is contained in the struct to the hardware when necessary. To update shader constants, you change the values
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in the Allocation and notify the native Renderscript code of the change.</p></td>
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</tr>
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<tr>
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<td>{@link android.renderscript.ProgramStore}</td>
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<td>rs_program_store</td>
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<td>The Renderscript ProgramStore contains a set of parameters that control how the graphics
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hardware writes to the framebuffer. It could be used to enable/disable depth writes and
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testing, setup various blending modes for effects like transparency and define write masks
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for color components.</td>
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</tr>
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<tr>
|
||
<td>{@link android.renderscript.ProgramRaster}</td>
|
||
|
||
<td>rs_program_raster</td>
|
||
|
||
<td>Program raster is primarily used to specify whether point sprites are enabled and to
|
||
control the culling mode. By default back faces are culled.</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>{@link android.renderscript.Sampler}</td>
|
||
|
||
<td>rs_sampler</td>
|
||
|
||
<td>A Sampler object defines how data is extracted from textures. Samplers are bound to
|
||
Program objects (currently only a Fragment Program) alongside the texture whose sampling they
|
||
control. These objects are used to specify such things as edge clamping behavior, whether
|
||
mip-maps are used and the amount of anisotropy required. There may be situations where
|
||
hardware limitations prevent the exact behavior from being matched. In these cases, the
|
||
runtime attempts to provide the closest possible approximation. For example, the user
|
||
requested 16x anisotropy, but only 8x was set because it’s the best available on the
|
||
hardware.</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>{@link android.renderscript.Mesh}</td>
|
||
|
||
<td>rs_mesh</td>
|
||
|
||
<td>A collection of allocations that represent vertex data (positions, normals, texture
|
||
coordinates) and index data such as triangles and lines. Vertex data can be interleaved
|
||
within one allocation, provided separately as multiple allocation objects, or done as a
|
||
combination of the above. The layout of these allocations will be extracted from their
|
||
Elements. When a vertex channel name matches an input in the vertex program, Renderscript
|
||
automatically connects the two. Moreover, even allocations that cannot be directly mapped to
|
||
graphics hardware can be stored as part of the mesh. Such allocations can be used as a
|
||
working area for vertex-related computation and will be ignored by the hardware. Parts of the
|
||
mesh could be rendered with either explicit index sets or primitive types.</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>{@link android.renderscript.Font}</td>
|
||
|
||
<td>rs_font</td>
|
||
|
||
<td>
|
||
<p>This class gives you a way to draw hardware accelerated text. Internally, the glyphs are
|
||
rendered using the Freetype library, and an internal cache of rendered glyph bitmaps is
|
||
maintained. Each font object represents a combination of a typeface and point sizes.
|
||
Multiple font objects can be created to represent faces such as bold and italic and to
|
||
create different font sizes. During creation, the framework determines the device screen's
|
||
DPI to ensure proper sizing across multiple configurations.</p>
|
||
|
||
<p>Font rendering can impact performance. Even though though the state changes are
|
||
transparent to the user, they are happening internally. It is more efficient to render
|
||
large batches of text in sequence, and it is also more efficient to render multiple
|
||
characters at once instead of one by one.</p>
|
||
|
||
<p>Font color and transparency are not part of the font object and can be freely modified
|
||
in the script to suit the your needs. Font colors work as a state machine, and every new
|
||
call to draw text will use the last color set in the script.</p>
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
|
||
<h2 id="developing">Developing a Renderscript application</h2>
|
||
|
||
<p>The basic workflow of developing a Renderscript application is:</p>
|
||
|
||
<ol>
|
||
<li>Analyze your application's requirements and figure out what you want to develop with
|
||
Renderscript. To take full advantage of Renderscript, you want to use it when the computation
|
||
or graphics performance you're getting with the normal Android system APIs is
|
||
insufficient.</li>
|
||
|
||
<li>Design the interface of your Renderscript code and implement it using the native
|
||
Renderscript APIs that are included in the Android SDK in
|
||
<code><sdk_root>/platforms/android-3.0/renderscript</code>.</li>
|
||
|
||
<li>Create an Android project as you would normally, in Eclipse or with the
|
||
<code>android</code> tool.</li>
|
||
|
||
<li>Place your Renderscript files in <code>src</code> folder of the Android project so that the
|
||
build tools can generate the reflective layer classes.</li>
|
||
|
||
<li>Create your application, calling the Renderscript through the reflected class layer when
|
||
you need to.</li>
|
||
|
||
<li>Build, install, and run your application as you would normally.</li>
|
||
</ol>
|
||
|
||
<p>To see how a simple Renderscript application is put together, see <a href="#hello-world">The
|
||
Hello World Renderscript Graphics Application</a>. The SDK also ships with many Renderscript
|
||
samples in the<code><sdk_root>/samples/android-3.0/</code> directory.</p>
|
||
|
||
<h3 id="hello-graphics">The Hello Graphics Application</h3>
|
||
|
||
<p>This small application demonstrates the structure of a simple Renderscript application. You
|
||
can model your Renderscript application after the basic structure of this application. You can
|
||
find the complete source in the SDK in the
|
||
<code><android-sdk>/platforms/android-3.0/samples/HelloWorldRS directory</code>. The
|
||
application uses Renderscript to draw the string, "Hello World!" to the screen and redraws the
|
||
text whenever the user touches the screen at the location of the touch. This application is only
|
||
a demonstration and you should not use the Renderscript system to do something this trivial. The
|
||
application contains the following source files:</p>
|
||
|
||
<ul>
|
||
<li><code>HelloWorld</code>: The main Activity for the application. This class is present to
|
||
provide Activity lifecycle management. It mainly delegates work to HelloWorldView, which is the
|
||
Renderscript surface that the sample actually draws on.</li>
|
||
|
||
<li><code>HelloWorldView</code>: The Renderscript surface that the graphics render on. If you
|
||
are using Renderscript for graphics rendering, you must have a surface to render on. If you are
|
||
using it for computatational operations only, then you do not need this.</li>
|
||
|
||
<li><code>HelloWorldRS</code>: The class that calls the native Renderscript code through high
|
||
level entry points that are generated by the Android build tools.</li>
|
||
|
||
<li><code>helloworld.rs</code>: The Renderscript native code that draws the text on the
|
||
screen.</li>
|
||
|
||
<li>
|
||
<p>The <code><project_root>/gen</code> directory contains the reflective layer classes
|
||
that are generated by the Android build tools. You will notice a
|
||
<code>ScriptC_helloworld</code> class, which is the reflective version of the Renderscript
|
||
and contains the entry points into the <code>helloworld.rs</code> native code. This file does
|
||
not appear until you run a build.</p>
|
||
</li>
|
||
</ul>
|
||
|
||
<p>Each file has its own distinct use. The following section demonstrates in detail how the
|
||
sample works:</p>
|
||
|
||
<dl>
|
||
<dt><code>helloworld.rs</code></dt>
|
||
|
||
<dd>
|
||
The native Renderscript code is contained in the <code>helloworld.rs</code> file. Every
|
||
<code>.rs</code> file must contain two pragmas that define the version of Renderscript
|
||
that it is using (1 is the only version for now), and the package name that the reflected
|
||
classes should be generated with. For example:
|
||
<pre>
|
||
#pragma version(1)
|
||
|
||
#pragma rs java_package_name(com.my.package.name)
|
||
</pre>
|
||
<p>An <code>.rs</code> file can also declare two special functions:</p>
|
||
|
||
<ul>
|
||
<li>
|
||
<code>init()</code>: This function is called once for each instance of this Renderscript
|
||
file that is loaded on the device, before the script is accessed in any other way by the
|
||
Renderscript system. The <code>init()</code> is ideal for doing one time setup after the
|
||
machine code is loaded such as initializing complex constant tables. The
|
||
<code>init()</code> function for the <code>helloworld.rs</code> script sets the initial
|
||
location of the text that is rendered to the screen:
|
||
<pre>
|
||
void init(){
|
||
gTouchX = 50.0f;
|
||
gTouchY = 50.0f;
|
||
}
|
||
</pre>
|
||
</li>
|
||
|
||
<li>
|
||
<code>root()</code>: This function is the default worker function for this Renderscript
|
||
file. For graphics Renderscript applications, like this one, the Renderscript system
|
||
expects this function to render the frame that is going to be displayed. It is called
|
||
every time the frame refreshes. The <code>root()</code> function for the
|
||
<code>helloworld.rs</code> script sets the background color of the frame, the color of
|
||
the text, and then draws the text where the user last touched the screen:
|
||
<pre>
|
||
int root(int launchID) {
|
||
// Clear the background color
|
||
rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||
// Tell the runtime what the font color should be
|
||
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||
// Introduce ourselves to the world by drawing a greeting
|
||
// at the position that the user touched on the screen
|
||
rsgDrawText("Hello World!", gTouchX, gTouchY);
|
||
|
||
// Return value tells RS roughly how often to redraw
|
||
// in this case 20 ms
|
||
return 20;
|
||
}
|
||
</pre>
|
||
|
||
<p>The return value, <code>20</code>, is the desired frame refresh rate in milliseconds.
|
||
The real screen refresh rate depends on the hardware, computation, and rendering
|
||
complexity that the <code>root()</code> function has to execute. A value of
|
||
<code>0</code> tells the screen to render only once and to only render again when a
|
||
change has been made to one of the properties that are being modified by the Renderscript
|
||
code.</p>
|
||
|
||
<p>Besides the <code>init()</code> and <code>root()</code> functions, you can define the
|
||
other native functions, structs, data types, and any other logic for your Renderscript.
|
||
You can even define separate header files as <code>.rsh</code> files.</p>
|
||
</li>
|
||
</ul>
|
||
</dd>
|
||
|
||
<dt><code>ScriptC_helloworld</code></dt>
|
||
|
||
<dd>This class is generated by the Android build tools and is the reflected version of the
|
||
<code>helloworld.rs</code> Renderscript. It provides a a high level entry point into the
|
||
<code>helloworld.rs</code> native code by defining the corresponding methods that you can call
|
||
from Android system APIs.</dd>
|
||
|
||
<dt><code>helloworld.bc</code> bytecode</dt>
|
||
|
||
<dd>This file is the intermediate, platform-independent bytecode that gets compiled on the
|
||
device when the Renderscript application runs. It is generated by the Android build tools and
|
||
is packaged with the <code>.apk</code> file and subsequently compiled on the device at runtime.
|
||
This file is located in the <code><project_root>/res/raw/</code> directory and is named
|
||
<code>rs_filename.bc</code>. You need to bind these files to your Renderscript context before
|
||
call any Renderscript code from your Android application. You can reference them in your code
|
||
with <code>R.id.rs_filename</code>.</dd>
|
||
|
||
<dt><code>HelloWorldView</code> class</dt>
|
||
|
||
<dd>
|
||
This class represents the Surface View that the Renderscript graphics are drawn on. It does
|
||
some administrative tasks in the <code>ensureRenderScript()</code> method that sets up the
|
||
Renderscript system. This method creates a {@link android.renderscript.RenderScriptGL}
|
||
object, which represents the context of the Renderscript and creates a default surface to
|
||
draw on (you can set the surface properties such as alpha and bit depth in the {@link
|
||
android.renderscript.RenderScriptGL.SurfaceConfig} class ). When a {@link
|
||
android.renderscript.RenderScriptGL} is instantiated, this class calls the
|
||
<code>HelloRS</code> class and creates the instance of the actual Renderscript graphics
|
||
renderer.
|
||
<pre>
|
||
// Renderscipt context
|
||
private RenderScriptGL mRS;
|
||
// Script that does the rendering
|
||
private HelloWorldRS mRender;
|
||
|
||
private void ensureRenderScript() {
|
||
if (mRS == null) {
|
||
// Initialize Renderscript with desired surface characteristics.
|
||
// In this case, just use the defaults
|
||
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
|
||
mRS = createRenderScriptGL(sc);
|
||
|
||
// Create an instance of the Renderscript that does the rendering
|
||
mRender = new HelloWorldRS();
|
||
mRender.init(mRS, getResources());
|
||
}
|
||
}
|
||
</pre>
|
||
|
||
<p>This class also handles the important lifecycle events and relays touch events to the
|
||
Renderscript renderer. When a user touches the screen, it calls the renderer,
|
||
<code>HelloWorldRS</code> and asks it to draw the text on the screen at the new location.</p>
|
||
<pre>
|
||
public boolean onTouchEvent(MotionEvent ev) {
|
||
// Pass touch events from the system to the rendering script
|
||
if (ev.getAction() == MotionEvent.ACTION_DOWN) {
|
||
mRender.onActionDown((int)ev.getX(), (int)ev.getY());
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
</pre>
|
||
</dd>
|
||
|
||
<dt><code>HelloWorldRS</code></dt>
|
||
|
||
<dd>
|
||
This class represents the Renderscript renderer for the <code>HelloWorldView</code> Surface
|
||
View. It interacts with the native Renderscript code that is defined in
|
||
<code>helloworld.rs</code> through the interfaces exposed by <code>ScriptC_helloworld</code>.
|
||
To be able to call the native code, it creates an instance of the Renderscript reflected
|
||
class, <code>ScriptC_helloworld</code>. The reflected Renderscript object binds the
|
||
Renderscript bytecode (<code>R.raw.helloworld</code>) and the Renderscript context, {@link
|
||
android.renderscript.RenderScriptGL}, so the context knows to use the right Renderscript to
|
||
render its surface.
|
||
<pre>
|
||
private Resources mRes;
|
||
private RenderScriptGL mRS;
|
||
private ScriptC_helloworld mScript;
|
||
|
||
private void initRS() {
|
||
mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld);
|
||
mRS.bindRootScript(mScript);
|
||
}
|
||
</pre>
|
||
</dd>
|
||
</dl> |