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authorDavid Gross <dgross@google.com>2016-07-21 11:43:15 -0700
committerDavid Gross <dgross@google.com>2016-07-21 11:43:15 -0700
commit95e42d97f4b5150db2dcf1c26b3b50e6e133d1e4 (patch)
tree01784b7fc552ea36444ccdd9a2a4c27bd8cd8c80 /docs/html/guide/topics/renderscript/advanced.jd
parent8f7223e420785962487995baad89f654fa1cc8ce (diff)
parented6625d9074a1de1515c97faf201a91fbb3abb27 (diff)
resolve merge conflicts of ed6625d to stage-aosp-master
Change-Id: Icae5872d5e220ac18a35e338f10b194c286855a8
Diffstat (limited to 'docs/html/guide/topics/renderscript/advanced.jd')
-rw-r--r--docs/html/guide/topics/renderscript/advanced.jd26
1 files changed, 13 insertions, 13 deletions
diff --git a/docs/html/guide/topics/renderscript/advanced.jd b/docs/html/guide/topics/renderscript/advanced.jd
index 6a72b979006c..5cc055658cfd 100644
--- a/docs/html/guide/topics/renderscript/advanced.jd
+++ b/docs/html/guide/topics/renderscript/advanced.jd
@@ -63,7 +63,7 @@ amount of cores available on a processor.
<code>llvm</code> compiler that runs as part of an Android build. When your application
runs on a device, the bytecode is then compiled (just-in-time) to machine code by another
<code>llvm</code> compiler that resides on the device. The machine code is optimized for the
- device and also cached, so subsequent uses of the RenderScript enabled application does not
+ device and also cached, so subsequent uses of the RenderScript enabled application do not
recompile the bytecode.</p>
<p>Some key features of the RenderScript runtime libraries include:</p>
@@ -128,7 +128,7 @@ generated.</p></li>
<h3 id="func">Functions</h3>
<p>Functions are reflected into the script class itself, located in
<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. For
-example, if you declare the following function in your RenderScript code:</p>
+example, if you define the following function in your RenderScript code:</p>
<pre>
void touch(float x, float y, float pressure, int id) {
@@ -142,7 +142,7 @@ void touch(float x, float y, float pressure, int id) {
}
</pre>
-<p>then the following code is generated:</p>
+<p>then the following Java code is generated:</p>
<pre>
public void invoke_touch(float x, float y, float pressure, int id) {
@@ -155,7 +155,7 @@ public void invoke_touch(float x, float y, float pressure, int id) {
}
</pre>
<p>
-Functions cannot have a return value, because the RenderScript system is designed to be
+Functions cannot have return values, because the RenderScript system is designed to be
asynchronous. When your Android framework code calls into RenderScript, the call is queued and is
executed when possible. This restriction allows the RenderScript system to function without constant
interruption and increases efficiency. If functions were allowed to have return values, the call
@@ -171,11 +171,11 @@ function.
<p>Variables of supported types are reflected into the script class itself, located in
<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. A set of accessor
-methods are generated for each variable. For example, if you declare the following variable in
+methods is generated for each variable. For example, if you define the following variable in
your RenderScript code:</p>
<pre>uint32_t unsignedInteger = 1;</pre>
- <p>then the following code is generated:</p>
+ <p>then the following Java code is generated:</p>
<pre>
private long mExportVar_unsignedInteger;
@@ -194,7 +194,7 @@ public long get_unsignedInteger(){
<p>Structs are reflected into their own classes, located in
<code>&lt;project_root&gt;/gen/com/example/renderscript/ScriptField_struct_name</code>. This
class represents an array of the <code>struct</code> and allows you to allocate memory for a
- specified number of <code>struct</code>s. For example, if you declare the following struct:</p>
+ specified number of <code>struct</code>s. For example, if you define the following struct:</p>
<pre>
typedef struct Point {
float2 position;
@@ -373,7 +373,7 @@ in memory. Each <code>struct</code>'s class defines the following methods and co
the array. The RenderScript runtime automatically has access to the newly written memory.
<li>Accessor methods to get and set the values of each field in a struct. Each of these
- accessor methods have an <code>index</code> parameter to specify the <code>struct</code> in
+ accessor methods has an <code>index</code> parameter to specify the <code>struct</code> in
the array that you want to read or write to. Each setter method also has a
<code>copyNow</code> parameter that specifies whether or not to immediately sync this memory
to the RenderScript runtime. To sync any memory that has not been synced, call
@@ -395,10 +395,10 @@ properties that are not yet synchronized.</li>
</ul>
<h3 id="pointer">Pointers</h3>
- <p>Pointers are reflected into the script class itself, located in
+ <p>Global pointers are reflected into the script class itself, located in
<code>project_root/gen/package/name/ScriptC_renderscript_filename</code>. You
can declare pointers to a <code>struct</code> or any of the supported RenderScript types, but a
-<code>struct</code> cannot contain pointers or nested arrays. For example, if you declare the
+<code>struct</code> cannot contain pointers or nested arrays. For example, if you define the
following pointers to a <code>struct</code> and <code>int32_t</code></p>
<pre>
@@ -410,7 +410,7 @@ typedef struct Point {
Point_t *touchPoints;
int32_t *intPointer;
</pre>
- <p>then the following code is generated in:</p>
+ <p>then the following Java code is generated:</p>
<pre>
private ScriptField_Point mExportVar_touchPoints;
@@ -437,7 +437,7 @@ public Allocation get_intPointer() {
</pre>
<p>A <code>get</code> method and a special method named <code>bind_<em>pointer_name</em></code>
-(instead of a <code>set()</code> method) is generated. This method allows you to bind the memory
+(instead of a <code>set()</code> method) are generated. The <code>bind_<em>pointer_name</em></code> method allows you to bind the memory
that is allocated in the Android VM to the RenderScript runtime (you cannot allocate
memory in your <code>.rs</code> file). For more information, see <a href="#memory">Working
with Allocated Memory</a>.
@@ -521,7 +521,7 @@ understand how these classes work, it is useful to think of them in relation to
describes.</p>
<p>A type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of a cube
- map). You can assign the X,Y,Z dimensions to any positive integer value within the
+ map). You can set the X,Y,Z dimensions to any positive integer value within the
constraints of available memory. A single dimension allocation has an X dimension of
greater than zero while the Y and Z dimensions are zero to indicate not present. For
example, an allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is