這是一個關于RenderScript如何使用 Struct 的文章,是學習RenderScript 一個必須要掌握的基礎知識點。 大綱 如何定義Struct 如何得到指針長度并循環為指針賦值 整體DEMO代碼 如何定義Struct RenderScript 里面定義結構有兩種定義方法,參考如下: 1. typedef struct tempArray { float2 position; float size; } Array_T; Array_T *myArray; 2. //定義一個struct typedef struct __attribute__((packed, aligned(4))) tempArray { int temp; } Array_T; Array_T *myArray; RenderScript 定義Struct 成功后,會自動生成一個java文件,如上面的tempArray名稱的結構,會生產這個文件:ScriptField_tempArray,代碼如下: /* * Copyright (C) 2011 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 * 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. */ /* * This file is auto-generated. DO NOT MODIFY! * The source Renderscript file: /home/terry/workspace/RenderScriptsArray/src/com/xuzhi/renderScriptArray/array.rs */ package com.xuzhi.renderScriptArray; import android.renderscript.*; import android.content.res.Resources; /** * @hide */ public class ScriptField_tempArray extends android.renderscript.Script.FieldBase { static public class Item { public static final int sizeof = 4; int temp; Item() { } } private Item mItemArray[]; private FieldPacker mIOBuffer; public static Element createElement(RenderScript rs) { Element.Builder eb = new Element.Builder(rs); eb.add(Element.I32(rs), "temp"); return eb.create(); } public ScriptField_tempArray(RenderScript rs, int count) { mItemArray = null; mIOBuffer = null; mElement = createElement(rs); init(rs, count); } public ScriptField_tempArray(RenderScript rs, int count, int usages) { mItemArray = null; mIOBuffer = null; mElement = createElement(rs); init(rs, count, usages); } private void copyToArrayLocal(Item i, FieldPacker fp) { fp.addI32(i.temp); } private void copyToArray(Item i, int index) { if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */); mIOBuffer.reset(index * Item.sizeof); copyToArrayLocal(i, mIOBuffer); } public synchronized void set(Item i, int index, boolean copyNow) { if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */]; mItemArray[index] = i; if (copyNow) { copyToArray(i, index); FieldPacker fp = new FieldPacker(Item.sizeof); copyToArrayLocal(i, fp); mAllocation.setFromFieldPacker(index, fp); } } public synchronized Item get(int index) { if (mItemArray == null) return null; return mItemArray[index]; } public synchronized void set_temp(int index, int v, boolean copyNow) { if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */); if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */]; if (mItemArray[index] == null) mItemArray[index] = new Item(); mItemArray[index].temp = v; if (copyNow) { mIOBuffer.reset(index * Item.sizeof); mIOBuffer.addI32(v); FieldPacker fp = new FieldPacker(4); fp.addI32(v); mAllocation.setFromFieldPacker(index, 0, fp); } } public synchronized int get_temp(int index) { if (mItemArray == null) return 0; return mItemArray[index].temp; } public synchronized void copyAll() { for (int ct = 0; ct < mItemArray.length; ct++) copyToArray(mItemArray[ct], ct); mAllocation.setFromFieldPacker(0, mIOBuffer); } public synchronized void resize(int newSize) { if (mItemArray != null) { int oldSize = mItemArray.length; int copySize = Math.min(oldSize, newSize); if (newSize == oldSize) return; Item ni[] = new Item[newSize]; System.arraycopy(mItemArray, 0, ni, 0, copySize); mItemArray = ni; } mAllocation.resize(newSize); if (mIOBuffer != null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */); } } 生成的代碼是提供給你做內存分配和操作類似數組的功能。 如何得到指針長度并循環為指針賦值 RenderScript 有兩個函數是專門用來獲取指針長度的: rsGetAllocation: 返回一個己經分配過地址的指針 rsAllocationGetDimX :獲取返回指針的長度 通過將這兩個函數做組合使用可以返回指針長度,代碼如下: const int size = rsAllocationGetDimX(rsGetAllocation(myArray)); 取得了長度即可以為指針內部變量賦值,代碼如下: for(int i=0;itemp=i; //循環賦值 rsDebug("current value is ====>", array->temp); //打印當前值 //指向下個指針 array++; } 整體DEMO代碼 本DEMO沒有任何界面 ,只是演示如何使用struct并打印出指針下標原素的值,如此簡單, 涉及的rs文件代碼如下: #pragma version(1) #pragma rs java_package_name(com.xuzhi.renderScriptArray) #include "rs_graphics.rsh" static int initialized = 0; //定義一個struct typedef struct __attribute__((packed, aligned(4))) tempArray { int temp; } Array_T; Array_T *myArray; static void initArray(){ Array_T *array=myArray; //得到struct長度 //1.返回一個己經分配過地址的指針 //2.獲取返回指針的長度 const int size = rsAllocationGetDimX(rsGetAllocation(myArray)); for(int i=0;i temp=i; //循環賦值 rsDebug("current value is ====>", array->temp); //打印當前值 //指向下個指針 array++; } } int root(){ rsgClearColor(0.0f, 1.0f, 0.0f, 1.0f); if(initialized==0){ initArray(); initialized=1; } return 16; } java 代碼如下: package com.xuzhi.renderScriptArray; import android.app.Activity; import android.content.Context; import android.content.res.Resources; import android.os.Bundle; import android.renderscript.Allocation; import android.renderscript.RSSurfaceView; import android.renderscript.RenderScriptGL; public class RenderScriptsArrayActivity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(new renderScriptView(this)); } public class renderScriptRS { private ScriptC_array mScript; private ScriptField_tempArray array; RenderScriptGL mRS; public renderScriptRS(RenderScriptGL rs,Resources resource) { // TODO Auto-generated constructor stub mRS=rs; //初始化struct 并為其指定有多少個下標 array=new ScriptField_tempArray(mRS, 10,Allocation.USAGE_SCRIPT|Allocation.USAGE_GRAPHICS_VERTEX); //實始化CcriptC mScript=new ScriptC_array(mRS, resource, R.raw.array); //綁定struct mScript.bind_myArray(array); //綁定腳本 mRS.bindRootScript(mScript); } } public class renderScriptView extends RSSurfaceView { private RenderScriptGL mRS; private renderScriptRS mRender; public renderScriptView(Context context) { super(context); // TODO Auto-generated constructor stub } @Override protected void onAttachedToWindow() { super.onAttachedToWindow(); android.util.Log.e("rs", "onAttachedToWindow"); if (mRS == null) { RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); mRS = createRenderScriptGL(sc); mRender = new renderScriptRS(mRS, getResources()); } } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); if (mRS != null) { mRS = null; destroyRenderScriptGL(); } } } } 都加了注釋了,最主要的四段代碼標注了紅色,要注意。 運行結果: 03-09 15:47:50.492: D/RenderScript(2298): current value is ====> 0 0x0 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 1 0x1 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 2 0x2 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 3 0x3 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 4 0x4 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 5 0x5 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 6 0x6 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 7 0x7 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 8 0x8 03-09 15:47:50.507: D/RenderScript(2298): current value is ====> 9 0x9
【基礎】Android RenderScript 使用 Struct 及其下標的賦值
全部回復(0)
正序查看
倒序查看
現在還沒有回復呢,說說你的想法