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Android Reference

ProgramStore


android.renderscript

Class ProgramStore



  • public class ProgramStore
    extends BaseObj

    ProgramStore contains a set of parameters that control how the graphics hardware handles writes to the framebuffer. It could be used to:

    • enable/disable depth testing
    • specify wheather depth writes are performed
    • setup various blending modes for use in effects like transparency
    • define write masks for color components written into the framebuffer
    • Method Detail

      • getDepthFunc

        public ProgramStore.DepthFunc getDepthFunc()
        Returns the function used to test writing into the depth buffer
        Returns:
        depth function
      • isDepthMaskEnabled

        public boolean isDepthMaskEnabled()
        Queries whether writes are enabled into the depth buffer
        Returns:
        depth mask
      • isColorMaskRedEnabled

        public boolean isColorMaskRedEnabled()
        Queries whether red channel is written
        Returns:
        red color channel mask
      • isColorMaskGreenEnabled

        public boolean isColorMaskGreenEnabled()
        Queries whether green channel is written
        Returns:
        green color channel mask
      • isColorMaskBlueEnabled

        public boolean isColorMaskBlueEnabled()
        Queries whether blue channel is written
        Returns:
        blue color channel mask
      • isColorMaskAlphaEnabled

        public boolean isColorMaskAlphaEnabled()
        Queries whether alpha channel is written
        Returns:
        alpha channel mask
      • getBlendSrcFunc

        public ProgramStore.BlendSrcFunc getBlendSrcFunc()
        Specifies how the source blending factor is computed
        Returns:
        source blend function
      • getBlendDstFunc

        public ProgramStore.BlendDstFunc getBlendDstFunc()
        Specifies how the destination blending factor is computed
        Returns:
        destination blend function
      • isDitherEnabled

        public boolean isDitherEnabled()
        Specifies whether colors are dithered before writing into the framebuffer
        Returns:
        whether dither is enabled
      • BLEND_NONE_DEPTH_TEST

        public static ProgramStore BLEND_NONE_DEPTH_TEST(RenderScript rs)
        Returns a pre-defined program store object with the following characteristics: - incoming pixels are drawn if their depth value is less than the stored value in the depth buffer. If the pixel is drawn, its value is also stored in the depth buffer - incoming pixels override the value stored in the color buffer if it passes the depth test
        Parameters:
        rs - Context to which the program will belong.
      • BLEND_NONE_DEPTH_NONE

        public static ProgramStore BLEND_NONE_DEPTH_NONE(RenderScript rs)
        Returns a pre-defined program store object with the following characteristics: - incoming pixels always pass the depth test and their value is not stored in the depth buffer - incoming pixels override the value stored in the color buffer
        Parameters:
        rs - Context to which the program will belong.
      • BLEND_ALPHA_DEPTH_TEST

        public static ProgramStore BLEND_ALPHA_DEPTH_TEST(RenderScript rs)
        Returns a pre-defined program store object with the following characteristics: - incoming pixels are drawn if their depth value is less than the stored value in the depth buffer. If the pixel is drawn, its value is also stored in the depth buffer - if the incoming (Source) pixel passes depth test, its value is combined with the stored color (Dest) using the following formula Final.RGB = Source.RGB * Source.A + Dest.RGB * (1 - Source.A)
        Parameters:
        rs - Context to which the program will belong.
      • BLEND_ALPHA_DEPTH_NONE

        public static ProgramStore BLEND_ALPHA_DEPTH_NONE(RenderScript rs)
        Returns a pre-defined program store object with the following characteristics: - incoming pixels always pass the depth test and their value is not stored in the depth buffer - incoming pixel's value is combined with the stored color (Dest) using the following formula Final.RGB = Source.RGB * Source.A + Dest.RGB * (1 - Source.A)
        Parameters:
        rs - Context to which the program will belong.


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