Loading libs/rs/scriptc/rs_allocation.rsh +3 −45 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_allocation.rsh /** @file rs_allocation.rsh * \brief Allocation routines * \brief Allocation routines * * Loading Loading @@ -168,6 +143,8 @@ extern const void * __attribute__((overloadable)) extern const void * __attribute__((overloadable)) extern const void * __attribute__((overloadable)) rsGetElementAt(rs_allocation, uint32_t x, uint32_t y, uint32_t z); rsGetElementAt(rs_allocation, uint32_t x, uint32_t y, uint32_t z); #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param a allocation to get data from * @param a allocation to get data from * @return element describing allocation layout * @return element describing allocation layout Loading Loading @@ -216,26 +193,7 @@ extern const float4 __attribute__((overloadable)) extern const float4 __attribute__((overloadable)) extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float2 location, float lod); rsSample(rs_allocation a, rs_sampler s, float2 location, float lod); /** #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) * Fetch allocation in a way described by the sampler * @param a 3D allocation to sample from * @param s sampler state * @param location to sample from */ extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float3 location); /** * Fetch allocation in a way described by the sampler * @param a 3D allocation to sample from * @param s sampler state * @param location to sample from * @param lod mip level to sample from, for fractional values * mip levels will be interpolated if * RS_SAMPLER_LINEAR_MIP_LINEAR is used */ extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float3 location, float lod); #endif #endif libs/rs/scriptc/rs_core.rsh +25 −0 Original line number Original line Diff line number Diff line Loading @@ -14,6 +14,31 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_core.rsh /** @file rs_core.rsh * \brief todo-jsams * \brief todo-jsams * * Loading libs/rs/scriptc/rs_element.rsh +4 −25 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_element.rsh /** @file rs_element.rsh * \brief Element routines * \brief Element routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_ELEMENT_RSH__ #ifndef __RS_ELEMENT_RSH__ #define __RS_ELEMENT_RSH__ #define __RS_ELEMENT_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param e element to get data from * @param e element to get data from * @return number of sub-elements in this element * @return number of sub-elements in this element Loading Loading @@ -130,5 +107,7 @@ extern rs_data_kind __attribute__((overloadable)) extern uint32_t __attribute__((overloadable)) extern uint32_t __attribute__((overloadable)) rsElementGetVectorSize(rs_element e); rsElementGetVectorSize(rs_element e); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_ELEMENT_RSH__ #endif // __RS_ELEMENT_RSH__ libs/rs/scriptc/rs_mesh.rsh +4 −25 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_mesh.rsh /** @file rs_mesh.rsh * \brief Mesh routines * \brief Mesh routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_MESH_RSH__ #ifndef __RS_MESH_RSH__ #define __RS_MESH_RSH__ #define __RS_MESH_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param m mesh to get data from * @param m mesh to get data from * @return number of allocations in the mesh that contain vertex * @return number of allocations in the mesh that contain vertex Loading Loading @@ -89,5 +66,7 @@ extern rs_allocation __attribute__((overloadable)) extern rs_primitive __attribute__((overloadable)) extern rs_primitive __attribute__((overloadable)) rsgMeshGetPrimitive(rs_mesh m, uint32_t index); rsgMeshGetPrimitive(rs_mesh m, uint32_t index); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_MESH_RSH__ #endif // __RS_MESH_RSH__ libs/rs/scriptc/rs_program.rsh +3 −26 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_program.rsh /** @file rs_program.rsh * \brief Program object routines * \brief Program object routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_PROGRAM_RSH__ #ifndef __RS_PROGRAM_RSH__ #define __RS_PROGRAM_RSH__ #define __RS_PROGRAM_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @hide * @hide * Get program store depth function * Get program store depth function Loading Loading @@ -146,7 +123,7 @@ extern bool __attribute__((overloadable)) extern rs_cull_mode __attribute__((overloadable)) extern rs_cull_mode __attribute__((overloadable)) rsgProgramRasterGetCullMode(rs_program_raster pr); rsgProgramRasterGetCullMode(rs_program_raster pr); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_PROGRAM_RSH__ #endif // __RS_PROGRAM_RSH__ Loading
libs/rs/scriptc/rs_allocation.rsh +3 −45 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_allocation.rsh /** @file rs_allocation.rsh * \brief Allocation routines * \brief Allocation routines * * Loading Loading @@ -168,6 +143,8 @@ extern const void * __attribute__((overloadable)) extern const void * __attribute__((overloadable)) extern const void * __attribute__((overloadable)) rsGetElementAt(rs_allocation, uint32_t x, uint32_t y, uint32_t z); rsGetElementAt(rs_allocation, uint32_t x, uint32_t y, uint32_t z); #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param a allocation to get data from * @param a allocation to get data from * @return element describing allocation layout * @return element describing allocation layout Loading Loading @@ -216,26 +193,7 @@ extern const float4 __attribute__((overloadable)) extern const float4 __attribute__((overloadable)) extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float2 location, float lod); rsSample(rs_allocation a, rs_sampler s, float2 location, float lod); /** #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) * Fetch allocation in a way described by the sampler * @param a 3D allocation to sample from * @param s sampler state * @param location to sample from */ extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float3 location); /** * Fetch allocation in a way described by the sampler * @param a 3D allocation to sample from * @param s sampler state * @param location to sample from * @param lod mip level to sample from, for fractional values * mip levels will be interpolated if * RS_SAMPLER_LINEAR_MIP_LINEAR is used */ extern const float4 __attribute__((overloadable)) rsSample(rs_allocation a, rs_sampler s, float3 location, float lod); #endif #endif
libs/rs/scriptc/rs_core.rsh +25 −0 Original line number Original line Diff line number Diff line Loading @@ -14,6 +14,31 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_core.rsh /** @file rs_core.rsh * \brief todo-jsams * \brief todo-jsams * * Loading
libs/rs/scriptc/rs_element.rsh +4 −25 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_element.rsh /** @file rs_element.rsh * \brief Element routines * \brief Element routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_ELEMENT_RSH__ #ifndef __RS_ELEMENT_RSH__ #define __RS_ELEMENT_RSH__ #define __RS_ELEMENT_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param e element to get data from * @param e element to get data from * @return number of sub-elements in this element * @return number of sub-elements in this element Loading Loading @@ -130,5 +107,7 @@ extern rs_data_kind __attribute__((overloadable)) extern uint32_t __attribute__((overloadable)) extern uint32_t __attribute__((overloadable)) rsElementGetVectorSize(rs_element e); rsElementGetVectorSize(rs_element e); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_ELEMENT_RSH__ #endif // __RS_ELEMENT_RSH__
libs/rs/scriptc/rs_mesh.rsh +4 −25 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_mesh.rsh /** @file rs_mesh.rsh * \brief Mesh routines * \brief Mesh routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_MESH_RSH__ #ifndef __RS_MESH_RSH__ #define __RS_MESH_RSH__ #define __RS_MESH_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @param m mesh to get data from * @param m mesh to get data from * @return number of allocations in the mesh that contain vertex * @return number of allocations in the mesh that contain vertex Loading Loading @@ -89,5 +66,7 @@ extern rs_allocation __attribute__((overloadable)) extern rs_primitive __attribute__((overloadable)) extern rs_primitive __attribute__((overloadable)) rsgMeshGetPrimitive(rs_mesh m, uint32_t index); rsgMeshGetPrimitive(rs_mesh m, uint32_t index); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_MESH_RSH__ #endif // __RS_MESH_RSH__
libs/rs/scriptc/rs_program.rsh +3 −26 Original line number Original line Diff line number Diff line Loading @@ -14,31 +14,6 @@ * limitations under the License. * limitations under the License. */ */ /*! \mainpage notitle * * Renderscript is a high-performance runtime that provides graphics rendering and * compute operations at the native level. Renderscript code is compiled on devices * at runtime to allow platform-independence as well. * This reference documentation describes the Renderscript runtime APIs, which you * can utilize to write Renderscript code in C99. The Renderscript header * files are automatically included for you, except for the rs_graphics.rsh header. If * you are doing graphics rendering, include the graphics header file like this: * * <code>#include "rs_graphics.rsh"</code> * * To use Renderscript, you need to utilize the Renderscript runtime APIs documented here * as well as the Android framework APIs for Renderscript. * For documentation on the Android framework APIs, see the <a target="_parent" href= * "http://developer.android.com/reference/android/renderscript/package-summary.html"> * android.renderscript</a> package reference. * For more information on how to develop with Renderscript and how the runtime and * Android framework APIs interact, see the <a target="_parent" href= * "http://developer.android.com/guide/topics/renderscript/index.html">Renderscript * developer guide</a> and the <a target="_parent" href= * "http://developer.android.com/resources/samples/RenderScript/index.html"> * Renderscript samples</a>. */ /** @file rs_program.rsh /** @file rs_program.rsh * \brief Program object routines * \brief Program object routines * * Loading @@ -48,6 +23,8 @@ #ifndef __RS_PROGRAM_RSH__ #ifndef __RS_PROGRAM_RSH__ #define __RS_PROGRAM_RSH__ #define __RS_PROGRAM_RSH__ #if (defined(RS_VERSION) && (RS_VERSION >= 16)) /** /** * @hide * @hide * Get program store depth function * Get program store depth function Loading Loading @@ -146,7 +123,7 @@ extern bool __attribute__((overloadable)) extern rs_cull_mode __attribute__((overloadable)) extern rs_cull_mode __attribute__((overloadable)) rsgProgramRasterGetCullMode(rs_program_raster pr); rsgProgramRasterGetCullMode(rs_program_raster pr); #endif // (defined(RS_VERSION) && (RS_VERSION >= 16)) #endif // __RS_PROGRAM_RSH__ #endif // __RS_PROGRAM_RSH__