renderscript

In Android's Renderscript, using the rs_script_call structure to restrict the range of the allocation that is operated upon during a rsForEach call

十年热恋 提交于 2019-12-02 00:34:21
Using Android's RenderScript, I am trying to restrict the range of the allocation that is operated upon during a rsForEach call. According to the documentation you can achieve this by passing in a rs_script_call structure but whenever I try this the application crashes. How is the rs_script_call structure correctly setup and passed into the rsForEach call? I am using the HelloCompute RenderScript example as the basis for the code. The minimum Android sdk version is set to 15 and therefore using the rsForEach that takes 6 arguments. Here is the adapted mono.rs: #pragma version(1) #pragma rs

RenderScript blocking function invokation

≡放荡痞女 提交于 2019-12-01 20:46:15
问题 I am new to RenderScript and still have not so good idea on blocking/non-blocking nature of the calls from Java layer. The general question is: which situations block the code and allow RenderScript to finish. Particularly: From Java I invoked a kernel using forEach_kernel() and that was not blocking - I had to add an extra Allocation.copyTo() so that I could use the result. Was there another way? I read somewhere that if there are 2 kernels then calling second will block until the first one

Can one use RenderScript's rsForEach on a non-root kernel?

ⅰ亾dé卋堺 提交于 2019-12-01 19:03:14
Can one invoke a non-root RenderScript kernel using rsForEach ? There are many examples of using rsForEach to call the root kernel from within an invokable RenderScript function: Documentation for Androids Renderscript advanced rsForEach call How to write a convolution multiplication in Android Renderscript? Passing Array to rsForEach in Renderscript Compute These bind the script itself to a variable in the RenderScript context, then invoke the root kernel from within RenderScript. For example, in the Activity class: ... mScript = new ScriptC_gradient(mRS); // bind Allocations and mScript to

Renderscript and the GPU

旧时模样 提交于 2019-12-01 18:14:19
I know that Renderscript's design is to obscure the fact about what processor I'm running on, but is there any way to write the code such that on GPU-compute-capable devices (at the moment, Nexus 10), it will run on the GPU? Is there any way to tell that a script's function is running on the GPU? www.leapconf.com/downloads/LihuaZhang-MulticoreWare.pdf suggests that if I don't use globals, I don't use recursion, and don't call rsDebug anywhere in a kernel, it will be run on the GPU; is that correct? I'd love to see a short script that people have somehow verified will run on the gpu as a purely

Where is the RenderScript source code

社会主义新天地 提交于 2019-12-01 09:41:32
I am researching RenderScript in an university project. We wanted to find the scheduler that selects where the RenderScript code will run (on the CPU? The GPU? A DSP?) and study how it makes this choice. The problem is, we couldn't find the source code of anything related to a scheduler. In fact, we couldn't find a single reference to the term "GPU" in the source code. This is what we found about RenderScript in the Android source: The RenderScript runtime: https://android.googlesource.com/platform/frameworks/rs/ The RenderScript Java runtime: https://android.googlesource.com/platform

How can one verify whether a Android Mobile Device supports GPU renderscript or not?

ぃ、小莉子 提交于 2019-12-01 06:34:08
Is there a good way to verify whether algorithms written in renderscript are CPU or GPU bound? I understand that this decision is made runtime on the device, however, I see inconsistent trace information on Nexus 5 and Nexus 10 devices. Nexus 10 logcat spits out info saying that the algorithm is moved back to CPU (if GPU cant handle the kernels), while there is no such trace (as far as I have seen) on Nexus 5. One obvious, but less precise way, is to use execution time of rs based algorithms to address the above question. However, lately, when I started testing my scripts on Nexus 5, I see

How to pass array values to and from Android RenderScript using Allocations

强颜欢笑 提交于 2019-12-01 03:58:24
I've been working with RenderScript recently with the intent of creating an API that a programmer can use with ease, similar to the way that Microsoft Accelerator works. The trouble I'm stuck with at the moment as that I want to pass values to and from the RenderScript layer and have everything run in the most efficient way possible, this is an extract of my source code so far: int[] A = new int[10]; int[] B = new int[10]; for (int i = 0; i < 10; i++) { A[i] = 2; B[i] = i; } intAdd(A, B); This just creates two basic arrays and fills them with values and calls the functions that will send them

Set-up RenderScript in Android Studio

纵然是瞬间 提交于 2019-12-01 01:50:17
I'm desperately trying to set-up RenderScript in Android Studio. According to this manual http://developer.android.com/guide/topics/renderscript/compute.html#ide-setup I have set the highest available renderscriptTargetApi 22 and renderscriptSupportModeEnabled true. I use buildToolsVersion "22.0.1". With this I am able to use the ScriptIntrinsic functions - but didn't achieve to compile an self written RenderScript (tried 20h+ now...). I always get the same problem with the R-File (red) - at the latest when I try to rebuild the Project. What am I doing wrong? Thank you very much for your help.

Calculate the sum of values in an array using renderscript

匆匆过客 提交于 2019-12-01 00:48:40
Hi I am a newbie and trying to code in Renderscript . I would want to know how can I perform a sum of elements in an array using render script. Is there a way I can pass the output back into the script for sequential addition? my problem statement is: Vector Sum Description: Calculate the sum of values in an array. Input: Integer array Output: Integer Any help would be much appreciated! I'm afraid this is a bit more complex than it seems, but I'll do my best to explain here a possible route that you can take to implement this. What you are asking for is better known as the parallel reduction

How to pass array values to and from Android RenderScript using Allocations

亡梦爱人 提交于 2019-11-30 23:55:52
问题 I've been working with RenderScript recently with the intent of creating an API that a programmer can use with ease, similar to the way that Microsoft Accelerator works. The trouble I'm stuck with at the moment as that I want to pass values to and from the RenderScript layer and have everything run in the most efficient way possible, this is an extract of my source code so far: int[] A = new int[10]; int[] B = new int[10]; for (int i = 0; i < 10; i++) { A[i] = 2; B[i] = i; } intAdd(A, B);