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.
   */
  
  package android.renderscript;
  
  import android.annotation.UnsupportedAppUsage;
  
  
  /**
   * @hide
   * @deprecated in API 16
   * <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(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.
           */
          @UnsupportedAppUsage
          public Builder(RenderScript rs) {
              super(rs);
          }
  
          /**
           * @deprecated in API 16
           * Creates ProgramFragment from the current state of the builder
           *
           * @return  ProgramFragment
           */
          @UnsupportedAppUsage
          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;
          }
      }
  }
  
  
  
  