Merge "docs: rs link fixes" into ics-mr0

This commit is contained in:
Robert Ly
2011-10-18 17:20:57 -07:00
committed by Android (Google) Code Review

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@@ -9,10 +9,26 @@ parent.link=index.html
<ol> <ol>
<li> <li>
<a href="#developing">Developing a RenderScript application</a> <a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
<ol> <ol>
<li><a href="#hello-graphics">The Hello Graphics application</a></li> <li><a href="#creating-native">Creating the native Renderscript file</a></li>
<li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
<li><a href="#creating-view">Creating the surface view</a></li>
<li><a href="#creating-activity">Creating the activity</a></li>
</ol>
</li>
<li>
<a href="#drawing">Drawing</a>
<ol>
<li><a href="#drawing-rsg">Drawing using the rsgDraw functions</a></li>
<li><a href="#drawing-mesh">Drawing with a mesh</a></li>
</ol>
</li>
<li>
<a href="#shaders">Shaders</a>
<ol>
<li><a href="#shader-bindings">Shader bindings</a></li>
<li><a href="#shader-sampler">Defining a sampler</a></li>
</ol> </ol>
</li> </li>
</ol> </ol>
@@ -40,7 +56,7 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered
device.</p> device.</p>
<h2>Creating a Graphics RenderScript</h2> <h2 id="creating-graphics-rs">Creating a Graphics RenderScript</h2>
<p>Because of the various layers of code when writing a RenderScript application, it is useful to <p>Because of the various layers of code when writing a RenderScript application, it is useful to
create the following files for a scene that you want to render:</p> create the following files for a scene that you want to render:</p>
@@ -73,7 +89,7 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
RenderScript sample that is provided in the SDK as a guide (some code has been modified from its RenderScript sample that is provided in the SDK as a guide (some code has been modified from its
original form for simplicity).</p> original form for simplicity).</p>
<h3>Creating the native RenderScript file</h3> <h3 id="creating-native">Creating the native RenderScript file</h3>
<p>Your native RenderScript code resides in a <code>.rs</code> file in the <p>Your native RenderScript code resides in a <code>.rs</code> file in the
<code>&lt;project_root&gt;/src/</code> directory. You can also define <code>.rsh</code> header <code>&lt;project_root&gt;/src/</code> directory. You can also define <code>.rsh</code> header
@@ -102,8 +118,8 @@ href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samp
enough or more resources to do so, and renders as fast as it can if it does not.</p> enough or more resources to do so, and renders as fast as it can if it does not.</p>
<p>For more <p>For more
information on using the RenderScript graphics functions, see <a href= information on using the RenderScript graphics functions, see the <a href=
"using-graphics-api">Using the Graphics APIs</a>.</p> "#drawing">Drawing</a> section.</p>
</li> </li>
<li>An <code>init()</code> function. This allows you to do any initialization of your <li>An <code>init()</code> function. This allows you to do any initialization of your
@@ -153,7 +169,7 @@ int root(int launchID) {
} }
</pre> </pre>
<h3>Creating the RenderScript entry point class</h3> <h3 id="creating-entry">Creating the RenderScript entry point class</h3>
<p>When you create a RenderScript (<code>.rs</code>) file, it is helpful to create a <p>When you create a RenderScript (<code>.rs</code>) file, it is helpful to create a
corresponding Android framework class that is an entry point into the <code>.rs</code> file. In corresponding Android framework class that is an entry point into the <code>.rs</code> file. In
@@ -218,7 +234,7 @@ public class HelloWorldRS {
</pre> </pre>
<h3>Creating the surface view</h3> <h3 id="creating-view">Creating the surface view</h3>
<p>To create a surface view to render graphics on, create a class that extends {@link <p>To create a surface view to render graphics on, create a class that extends {@link
android.renderscript.RSSurfaceView}. This class also creates a RenderScript context object android.renderscript.RSSurfaceView}. This class also creates a RenderScript context object
@@ -293,7 +309,7 @@ public class HelloWorldView extends RSSurfaceView {
</pre> </pre>
<h3>Creating the Activity</h3> <h3 id="creating-activity">Creating the Activity</h3>
<p>Applications that use RenderScript still adhere to activity lifecyle, and are part of the same <p>Applications that use RenderScript still adhere to activity lifecyle, and are part of the same
view hierarchy as traditional Android applications, which is handled by the Android VM. This view hierarchy as traditional Android applications, which is handled by the Android VM. This
@@ -329,9 +345,9 @@ public class HelloWorldActivity extends Activity {
} }
</pre> </pre>
<h2>Drawing</h2> <h2 id="drawing">Drawing</h2>
<p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
<h3>Drawing using the rsgDraw functions</h3> <h3 id="drawing-rsg">Drawing using the rsgDraw functions</h3>
<p>The native RenderScript APIs provide a few convenient functions to easily draw a polygon to <p>The native RenderScript APIs provide a few convenient functions to easily draw a polygon to
the screen. You call these in your <code>root()</code> function to have them render to the the screen. You call these in your <code>root()</code> function to have them render to the
@@ -348,7 +364,7 @@ public class HelloWorldActivity extends Activity {
the screen.</li> the screen.</li>
</ul> </ul>
<h3>Drawing with a mesh</h3> <h3 id="drawing-mesh">Drawing with a mesh</h3>
<p>When you want to draw complex shapes and textures to the screen, instantiate a {@link <p>When you want to draw complex shapes and textures to the screen, instantiate a {@link
android.renderscript.Mesh} and draw it to the screen with <code>rsgDrawMesh()</code>. A {@link android.renderscript.Mesh} and draw it to the screen with <code>rsgDrawMesh()</code>. A {@link
@@ -559,7 +575,7 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
"{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html"> "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p> RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
<h3>Shader bindings</h3> <h3 id="shader-bindings">Shader bindings</h3>
<p>You can also set four pragmas that control the shaders' default bindings to the {@link <p>You can also set four pragmas that control the shaders' default bindings to the {@link
android.renderscript.RenderScriptGL} context when the script is executing:</p> android.renderscript.RenderScriptGL} context when the script is executing:</p>
@@ -599,7 +615,7 @@ return 0; //specify a non zero, positive integer to specify the frame refresh.
#pragma stateStore(parent) #pragma stateStore(parent)
</pre> </pre>
<h3>Defining a sampler</h3> <h3 id="shader-sampler">Defining a sampler</h3>
<p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures. <p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture