Merge "doc change: fix missing code ending tag" into honeycomb

This commit is contained in:
Robert Ly
2011-02-22 16:57:06 -08:00
committed by Android (Google) Code Review

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