am c6c6fe93: Merge "doc change: fix missing code ending tag" into honeycomb
* commit 'c6c6fe939c83e644b7626f6d3f3be25883af1583': doc change: fix missing code ending tag
This commit is contained in:
@@ -115,7 +115,7 @@ parent.link=index.html
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<code><em>ScriptC_renderscript_filename</em></code>.
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<code><em>ScriptC_renderscript_filename</em></code>.
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Accessor methods are generated, so the Android system layer can access the values.
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Accessor methods are generated, so the Android system layer can access the values.
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The <code>get</code> method comes with a one-way communication restriction.
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The <code>get</code> method comes with a one-way communication restriction.
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The Android system layer always caches the last value that is set and returns that during a call to a <code>get<code> method.
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The Android system layer always caches the last value that is set and returns that during a call to a <code>get</code> method.
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If the native Renderscript code changes the value, the change does not propagate back to the Android system layer.
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If the native Renderscript code changes the value, the change does not propagate back to the Android system layer.
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If the global variables are initialized in the native Renderscript code, those values are used
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If the global variables are initialized in the native Renderscript code, those values are used
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to initialize the corresponding values in the Android system. If global variables are marked as <code>const</code>,
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to initialize the corresponding values in the Android system. If global variables are marked as <code>const</code>,
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@@ -373,11 +373,11 @@ parent.link=index.html
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graphics context by calling
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graphics context by calling
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{@link android.renderscript.RenderScriptGL#bindProgramVertex bindProgramVertex()}. It is then used for all
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{@link android.renderscript.RenderScriptGL#bindProgramVertex bindProgramVertex()}. It is then used for all
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subsequent draw calls until you bind a new program. If the program has constant inputs, the
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subsequent draw calls until you bind a new program. If the program has constant inputs, the
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user needs to bind an allocation containing those inputs. The allocation’s type must match
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user needs to bind an allocation containing those inputs. The allocation's type must match
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the one provided during creation. The Renderscript library then does all the necessary
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the one provided during creation. The Renderscript library then does all the necessary
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plumbing to send those constants to the graphics hardware. Varying inputs to the shader,
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plumbing to send those constants to the graphics hardware. Varying inputs to the shader,
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such as position, normal, and texture coordinates are matched by name between the input
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such as position, normal, and texture coordinates are matched by name between the input
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Element and the Mesh object being drawn. The signatures don’t have to be exact or in any
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Element and the Mesh object being drawn. The signatures don't have to be exact or in any
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strict order. As long as the input name in the shader matches a channel name and size
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strict order. As long as the input name in the shader matches a channel name and size
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available on the mesh, the run-time would take care of connecting the two. Unlike OpenGL,
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available on the mesh, the run-time would take care of connecting the two. Unlike OpenGL,
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there is no need to link the vertex and fragment programs.</p>
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there is no need to link the vertex and fragment programs.</p>
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@@ -396,7 +396,7 @@ parent.link=index.html
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<td>rs_program_fragment</td>
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<td>rs_program_fragment</td>
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<td><p>The Renderscript fragment program, also known as the fragment shader, is responsible for
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<td><p>The Renderscript fragment program, also known as the fragment shader, is responsible for
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manipulating pixel data in a user-defined way. It’s constructed from a GLSL shader string
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manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string
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containing the program body, textures inputs, and a Type object describing the constants used
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containing the program body, textures inputs, and a Type object describing the constants used
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by the program. Like the vertex programs, when an allocation with constant input values is
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by the program. Like the vertex programs, when an allocation with constant input values is
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bound to the shader, its values are sent to the graphics program automatically. Note that the
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bound to the shader, its values are sent to the graphics program automatically. Note that the
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@@ -445,7 +445,7 @@ parent.link=index.html
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mip-maps are used and the amount of anisotropy required. There may be situations where
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mip-maps are used and the amount of anisotropy required. There may be situations where
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hardware limitations prevent the exact behavior from being matched. In these cases, the
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hardware limitations prevent the exact behavior from being matched. In these cases, the
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runtime attempts to provide the closest possible approximation. For example, the user
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runtime attempts to provide the closest possible approximation. For example, the user
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requested 16x anisotropy, but only 8x was set because it’s the best available on the
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requested 16x anisotropy, but only 8x was set because it's the best available on the
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hardware.</td>
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hardware.</td>
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</tr>
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</tr>
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