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authorScott Lobdell <slobdell@google.com>2021-03-29 16:12:49 +0000
committerScott Lobdell <slobdell@google.com>2021-04-02 22:35:29 +0000
commit21cdef883cc867db55340b25d5c95e19b12ab383 (patch)
tree93d1444ebe783f53f5f0ae2647592723b27b3fb8 /rs/java/android/renderscript/ProgramVertex.java
parent7deab3736bb5f3a92be8ac820096926dce2366ad (diff)
parentd1d45f856fdf68835f5b42eacecab44e6dfa8545 (diff)
Merge SP1A.210329.001
Change-Id: I1e21c5890b5b2e2f2855f09960bc8eec8aa922bf
Diffstat (limited to 'rs/java/android/renderscript/ProgramVertex.java')
-rw-r--r--rs/java/android/renderscript/ProgramVertex.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/rs/java/android/renderscript/ProgramVertex.java b/rs/java/android/renderscript/ProgramVertex.java
index 9257234de42c..ecd8a31ed130 100644
--- a/rs/java/android/renderscript/ProgramVertex.java
+++ b/rs/java/android/renderscript/ProgramVertex.java
@@ -34,7 +34,6 @@
* 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 runtime takes care of connecting the
* two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
- *
**/
package android.renderscript;
@@ -49,6 +48,7 @@ import android.compat.annotation.UnsupportedAppUsage;
* geometric data in a user-defined way.
*
**/
+@Deprecated
public class ProgramVertex extends Program {
ProgramVertex(long id, RenderScript rs) {