renderscript

RenderScript implementation of BLAS?

穿精又带淫゛_ 提交于 2020-01-05 02:52:17
问题 I've seen this: https://github.com/android/platform_frameworks_support/commit/35ef270f319aeac81d562897c480b507102dc9ae And so I'm wondering when this will be available to the external 3rd party developers for general usage. Any info would be greatly appreciated. Thanks! Anthony 回答1: It is already part of the M preview and will be in the forthcoming M SDK. 来源: https://stackoverflow.com/questions/31620728/renderscript-implementation-of-blas

How to allocate the LUT to use on ScriptIntrinsic3DLUT?

不问归期 提交于 2020-01-01 18:58:08
问题 working with RenderScript, I'm trying to use the ScriptIntrinsic3DLUT (http://developer.android.com/reference/android/renderscript/ScriptIntrinsic3DLUT.html) In general this scrip works just like any other renderscript create RS context create script with this context create input and output allocations set script parameters call the kernel may problem is on the set script parameters step, from the docs I should call script.setLUT (Allocation lut) , but what is the appropriate way of

Is it possible to program GPU for Android

痞子三分冷 提交于 2019-12-30 05:53:08
问题 I am now programming on Android and I wonder whether we can use GPGPU for Android now? I once heard that Renderscript can potentially execute on GPGPU in the future. But I wonder whether it is possible for us to programming on GPGPU now? And if it is possible for me to program on the Android GPGPU, where can I find some tutorials or sample programs? Thank you for your help and suggestions. Up till now I know that the OpenGL ES library was now accelerated use GPU, but I want to use the GPU for

Android Render Script Error when assigning to Out paramaeter

时光总嘲笑我的痴心妄想 提交于 2019-12-25 06:48:21
问题 i am getting error Fatal signal 11 (SIGSEGV) at 0x51b71000 (code=1), thread 3696 (sssist.magnitab) Whenever i assign value to out parameter for send back the values main app , when i remove assignment error goes away , here is my code ,(below part the android code ) void root(const char *in, int *out, uint32_t x, uint32_t y) {\ int pixelData[size]; for (int i = 0; i <size ; i += 16) { //rsDebug("---------------:","3333"); int lumOne = in[i]; lumOne += 128; pixelData[lumOne]=pixelData[lumOne]

RenderScript No Class Def found, when trying to blur background image

跟風遠走 提交于 2019-12-25 03:13:25
问题 When trying to blur an image I want to use import android.support.v8.renderscript.* So I put this in my build.gradle file: android { compileSdkVersion 23 buildToolsVersion '23.0.1'" defaultConfig { minSdkVersion 14 targetSdkVersion 23 renderscriptTargetApi 18 renderscriptSupportModeEnabled true }} And I use this method to blur the image: public static Bitmap blur(Context ctx, Bitmap image) { int width = Math.round(image.getWidth() * BITMAP_SCALE); int height = Math.round(image.getHeight() *

Unable to Build Android's HelloWorld in RenderScript

断了今生、忘了曾经 提交于 2019-12-25 01:40:14
问题 I am trying to build one of the RenderScript examples in the android/sdk/samples. I've tried HelloWorld and Balls examples, but the application is force closing 05-11 15:25:44.670: WARN/bcc(14985): Unable to open /data/data/com.android.rs.helloworld/cache/@com.android.rs.helloworld:raw@helloworld.oBCC in read mode. (reason: No such file or directory) 05-11 15:25:44.670: ERROR/bcc(14985): Unable to readBC, bitcode=0x17d3f8, size=1068 05-11 15:25:44.670: DEBUG/StopWatch(14985): StopWatch bcc:

Is Renderscript incompatible with NDK libraries in the same project?

谁说我不能喝 提交于 2019-12-24 14:15:32
问题 I have a problem creating an Android app that makes use of both Renderscript and native code generated with NDK. Substantially, I use NDK tools to generate a library called sprstr_native.so . I managed to call their C++ functions through Java code without problems. Then I needed some Renderscript functionalities (in particular, ScriptIntrinsicYuvToRGB ) so I've added to my Eclipse project a reference to the relative support library, renderscript-v8.jar , and this line in the project

Compiling renderscript source code

半腔热情 提交于 2019-12-24 12:27:55
问题 As I mentioned in my previous post (Compiling renderscript code at runtime), I try to compile renderscript code at runtime. As suggested by Kietz I need to alter the ScriptC class from which all generated java classes derive. Making my own class that extends Script fails because I cannot invoke the constructor of this super class. This snippet of the code public class RuntimeScriptC extends Script { private static final String TAG = "RuntimeScriptC"; protected RuntimeScriptC(int id,

Missing Mesh class on RenderScript support library

走远了吗. 提交于 2019-12-24 12:22:53
问题 I'm following this sample in order to learn about RenderScript. I added the following at project.properties: renderscript.target=19 renderscript.support.mode=true sdk.buildtools=23.0.2 I wrote my .rs file, the ScriptC_myfilename was generated at gen folder but the android.support.v8.renderscript could not be resolved to a type, so I added the renderscript-v8.jar located at sdk/build-tools/android-4.4W/renderscript/lib as a library (configure Build Path >> Libraries >> add External JARs) and

how to load texture for meshes (not a3d object!) in renderscript?

半腔热情 提交于 2019-12-24 10:57:49
问题 I have been creating meshes using equations, but applying texture seems to be an issue. I have created a cube and cylinder but when texture is applied, the texture is not getting allocated and only the object is visible. I created a Cylinder successfully with the help of this link - How to make a cylinder in renderscript and I've created a cube of my own. The 2 objects are visible, but not the texture applied on them. I'm able to allocate textures only for my a3d objects that I've created,