content: /*
   * 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.
   */
  
  /**
   * @hide
   * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
   * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
   * The object is constructed by providing the RenderScript system with the following data:</p>
   * <ul>
   *   <li>Element describing its varying inputs or attributes</li>
   *   <li>GLSL shader string that defines the body of the program</li>
   *   <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
   * </ul>
   *
   * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
   * all subsequent draw calls until you bind a new program. If the program has constant inputs,
   * the user needs to bind an allocation containing those inputs. The allocation's type must match
   * the one provided during creation. The RenderScript library then does all the necessary plumbing
   * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
   * and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
   * The signatures don't have to be exact or in any strict order. As long as the input name in the shader
   * matches a channel name and size available on the mesh, the runtime takes care of connecting the
   * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
   *
   **/
  package android.renderscript;
  
  import android.annotation.UnsupportedAppUsage;
  
  
  /**
   * @hide
   * @deprecated in API 16
   * ProgramVertex, also know as a vertex shader, describes a
   * stage in the graphics pipeline responsible for manipulating
   * geometric data in a user-defined way.
   *
   **/
  public class ProgramVertex extends Program {
  
      ProgramVertex(long id, RenderScript rs) {
          super(id, rs);
      }
  
      /**
       * @deprecated in API 16
       * @return number of input attribute elements
       */
      public int getInputCount() {
          return mInputs != null ? mInputs.length : 0;
      }
  
      /**
       * @deprecated in API 16
       * @param slot location of the input to return
       * @return input attribute element
       */
      public Element getInput(int slot) {
          if (slot < 0 || slot >= mInputs.length) {
              throw new IllegalArgumentException("Slot ID out of range.");
          }
          return mInputs[slot];
      }
  
      /**
       * @hide
       * @deprecated in API 16
       * Builder class for creating ProgramVertex objects.
       * The builder starts empty and the user must minimally provide
       * the GLSL shader code, and the varying inputs. Constant, or
       * uniform parameters to the shader may optionally be provided as
       * well.
       *
       **/
      public static class Builder extends BaseProgramBuilder {
          /**
           * @deprecated in API 16
           * Create a builder object.
           *
           * @param rs Context to which the program will belong.
           */
          @UnsupportedAppUsage
          public Builder(RenderScript rs) {
              super(rs);
          }
  
          /**
           * @deprecated in API 16
           * Add varying inputs to the program
           *
           * @param e element describing the layout of the varying input
           *          structure
           * @return  self
           */
          @UnsupportedAppUsage
          public Builder addInput(Element e) throws IllegalStateException {
              // Should check for consistant and non-conflicting names...
              if(mInputCount >= MAX_INPUT) {
                  throw new RSIllegalArgumentException("Max input count exceeded.");
              }
              if (e.isComplex()) {
                  throw new RSIllegalArgumentException("Complex elements not allowed.");
              }
              mInputs[mInputCount++] = e;
              return this;
          }
  
          /**
           * @deprecated in API 16
           * Creates ProgramVertex from the current state of the builder
           *
           * @return  ProgramVertex
           */
          @UnsupportedAppUsage
          public ProgramVertex 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.nProgramVertexCreate(mShader, texNames, tmp);
              ProgramVertex pv = new ProgramVertex(id, mRS);
              initProgram(pv);
              return pv;
          }
      }
  
  }
  