Implement type generation for user uniforms in vertex shader.
diff --git a/graphics/java/android/renderscript/Allocation.java b/graphics/java/android/renderscript/Allocation.java
index 115dd62..7d100eb 100644
--- a/graphics/java/android/renderscript/Allocation.java
+++ b/graphics/java/android/renderscript/Allocation.java
@@ -39,6 +39,10 @@
mType = t;
}
+ public Type getType() {
+ return mType;
+ }
+
public void uploadToTexture(int baseMipLevel) {
mRS.validate();
mRS.validateSurface();
diff --git a/graphics/java/android/renderscript/Program.java b/graphics/java/android/renderscript/Program.java
index 9d70cb2..1614ec5 100644
--- a/graphics/java/android/renderscript/Program.java
+++ b/graphics/java/android/renderscript/Program.java
@@ -111,12 +111,13 @@
mOutputs[mOutputCount++] = e;
}
- public void addConstant(Type t) throws IllegalStateException {
+ public int addConstant(Type t) throws IllegalStateException {
// Should check for consistant and non-conflicting names...
if(mConstantCount >= MAX_CONSTANT) {
throw new IllegalArgumentException("Max input count exceeded.");
}
- mConstants[mConstantCount++] = t;
+ mConstants[mConstantCount] = t;
+ return mConstantCount++;
}
public void setTextureCount(int count) throws IllegalArgumentException {