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diff --git a/docs/html/guide/topics/renderscript/compute.jd b/docs/html/guide/topics/renderscript/compute.jd
index fc795ff6a63f..c5b49d70435f 100755
--- a/docs/html/guide/topics/renderscript/compute.jd
+++ b/docs/html/guide/topics/renderscript/compute.jd
@@ -16,6 +16,13 @@ parent.link=index.html
</ol>
</li>
<li><a href="#using-rs-from-java">Using RenderScript from Java Code</a></li>
+ <li><a href="#reduction-in-depth">Reduction Kernels in Depth</a>
+ <ol>
+ <li><a href="#writing-reduction-kernel">Writing a reduction kernel</a></li>
+ <li><a href="#calling-reduction-kernel">Calling a reduction kernel from Java code</a></li>
+ <li><a href="#more-example">More example reduction kernels</a></li>
+ </ol>
+ </li>
</ol>
<h2>Related Samples</h2>
@@ -29,16 +36,18 @@ parent.link=index.html
<p>RenderScript is a framework for running computationally intensive tasks at high performance on
Android. RenderScript is primarily oriented for use with data-parallel computation, although serial
-computationally intensive workloads can benefit as well. The RenderScript runtime will parallelize
-work across all processors available on a device, such as multi-core CPUs, GPUs, or DSPs, allowing
-you to focus on expressing algorithms rather than scheduling work or load balancing. RenderScript is
+workloads can benefit as well. The RenderScript runtime parallelizes
+work across processors available on a device, such as multi-core CPUs and GPUs. This allows
+you to focus on expressing algorithms rather than scheduling work. RenderScript is
especially useful for applications performing image processing, computational photography, or
computer vision.</p>
<p>To begin with RenderScript, there are two main concepts you should understand:</p>
<ul>
-<li>High-performance compute kernels are written in a C99-derived language.</li>
+<li>High-performance compute kernels are written in a C99-derived language. A <i>compute
+ kernel</i> is a function or collection of functions that you can direct the RenderScript runtime
+ to execute in parallel across a collection of data.</li>
<li>A Java API is used for managing the lifetime of RenderScript resources and controlling kernel
execution.</li>
@@ -48,7 +57,7 @@ execution.</li>
<p>A RenderScript kernel typically resides in a <code>.rs</code> file in the
<code>&lt;project_root&gt;/src/</code> directory; each <code>.rs</code> file is called a
-script. Every script contains its own set of kernels, functions, and variables. A script can
+<i>script</i>. Every script contains its own set of kernels, functions, and variables. A script can
contain:</p>
<ul>
@@ -57,23 +66,32 @@ RenderScript kernel language used in this script. Currently, 1 is the only valid
<li>A pragma declaration (<code>#pragma rs java_package_name(com.example.app)</code>) that
declares the package name of the Java classes reflected from this script.
-Note that your .rs file must be part of your application package, and not in a
+Note that your <code>.rs</code> file must be part of your application package, and not in a
library project.</li>
-<li>Some number of invokable functions. An invokable function is a single-threaded RenderScript
+<li>Zero or more <strong><i>invokable functions</i></strong>. An invokable function is a single-threaded RenderScript
function that you can call from your Java code with arbitrary arguments. These are often useful for
initial setup or serial computations within a larger processing pipeline.</li>
-<li>Some number of script globals. A script global is equivalent to a global variable in C. You can
+<li><p>Zero or more <strong><i>script globals</i></strong>. A script global is equivalent to a global variable in C. You can
access script globals from Java code, and these are often used for parameter passing to RenderScript
-kernels.</li>
+kernels.</p></li>
-<li>Some number of compute kernels. A kernel is a parallel function that executes across every
-{@link android.renderscript.Element} within an {@link android.renderscript.Allocation}.
+<li><p>Zero or more <strong><i>compute kernels</i></strong>. There are two kinds of compute
+kernels: <i>mapping</i> kernels (also called <i>foreach</i> kernels)
+and <i>reduction</i> kernels.</p>
-<p>A simple kernel may look like the following:</p>
+<p>A <em>mapping kernel</em> is a parallel function that operates on a collection of {@link
+ android.renderscript.Allocation Allocations} of the same dimensions. By default, it executes
+ once for every coordinate in those dimensions. It is typically (but not exclusively) used to
+ transform a collection of input {@link android.renderscript.Allocation Allocations} to an
+ output {@link android.renderscript.Allocation} one {@link android.renderscript.Element} at a
+ time.</p>
-<pre>uchar4 __attribute__((kernel)) invert(uchar4 in, uint32_t x, uint32_t y) {
+<ul>
+<li><p>Here is an example of a simple <strong>mapping kernel</strong>:</p>
+
+<pre>uchar4 RS_KERNEL invert(uchar4 in, uint32_t x, uint32_t y) {
uchar4 out = in;
out.r = 255 - in.r;
out.g = 255 - in.g;
@@ -81,40 +99,113 @@ kernels.</li>
return out;
}</pre>
-<p>In most respects, this is identical to a standard C function. The first notable feature is the
-<code>__attribute__((kernel))</code> applied to the function prototype. This denotes that the
-function is a RenderScript kernel instead of an invokable function. The next feature is the
-<code>in</code> argument and its type. In a RenderScript kernel, this is a special argument that is
-automatically filled in based on the input {@link android.renderscript.Allocation} passed to the
-kernel launch. By default, the kernel is run across an entire {@link
-android.renderscript.Allocation}, with one execution of the kernel body per {@link
-android.renderscript.Element} in the {@link android.renderscript.Allocation}. The third notable
-feature is the return type of the kernel. The value returned from the kernel is automatically
-written to the appropriate location in the output {@link android.renderscript.Allocation}. The
-RenderScript runtime checks to ensure that the {@link android.renderscript.Element} types of the
-input and output Allocations match the kernel's prototype; if they do not match, an exception is
-thrown.</p>
-
-<p>A kernel may have an input {@link android.renderscript.Allocation}, an output {@link
-android.renderscript.Allocation}, or both. A kernel may not have more than one input or one output
-{@link android.renderscript.Allocation}. If more than one input or output is required, those objects
-should be bound to <code>rs_allocation</code> script globals and accessed from a kernel or invokable
-function via <code>rsGetElementAt_<em>type</em>()</code> or
-<code>rsSetElementAt_<em>type</em>()</code>.</p>
-
-<p>A kernel may access the coordinates of the current execution using the <code>x</code>,
-<code>y</code>, and <code>z</code> arguments. These arguments are optional, but the type of the
-coordinate arguments must be <code>uint32_t</code>.</p></li>
+<p>In most respects, this is identical to a standard C
+ function. The <a href="#RS_KERNEL"><code>RS_KERNEL</code></a> property applied to the
+ function prototype specifies that the function is a RenderScript mapping kernel instead of an
+ invokable function. The <code>in</code> argument is automatically filled in based on the
+ input {@link android.renderscript.Allocation} passed to the kernel launch. The
+ arguments <code>x</code> and <code>y</code> are
+ discussed <a href="#special-arguments">below</a>. The value returned from the kernel is
+ automatically written to the appropriate location in the output {@link
+ android.renderscript.Allocation}. By default, this kernel is run across its entire input
+ {@link android.renderscript.Allocation}, with one execution of the kernel function per {@link
+ android.renderscript.Element} in the {@link android.renderscript.Allocation}.</p>
+
+<p>A mapping kernel may have one or more input {@link android.renderscript.Allocation
+ Allocations}, a single output {@link android.renderscript.Allocation}, or both. The
+ RenderScript runtime checks to ensure that all input and output Allocations have the same
+ dimensions, and that the {@link android.renderscript.Element} types of the input and output
+ Allocations match the kernel's prototype; if either of these checks fails, RenderScript
+ throws an exception.</p>
+
+<p class="note"><strong>NOTE:</strong> Before Android 6.0 (API level 23), a mapping kernel may
+ not have more than one input {@link android.renderscript.Allocation}.</p>
+
+<p>If you need more input or output {@link android.renderscript.Allocation Allocations} than
+ the kernel has, those objects should be bound to <code>rs_allocation</code> script globals
+ and accessed from a kernel or invokable function
+ via <code>rsGetElementAt_<i>type</i>()</code> or <code>rsSetElementAt_<i>type</i>()</code>.</p>
+
+<p><strong>NOTE:</strong> <a id="RS_KERNEL"><code>RS_KERNEL</code></a> is a macro
+ defined automatically by RenderScript for your convenience:</p>
+<pre>
+#define RS_KERNEL __attribute__((kernel))
+</pre>
+</li>
+</ul>
+
+<p>A <em>reduction kernel</em> is a family of functions that operates on a collection of input
+ {@link android.renderscript.Allocation Allocations} of the same dimensions. By default,
+ its <a href="#accumulator-function">accumulator function</a> executes once for every
+ coordinate in those dimensions. It is typically (but not exclusively) used to "reduce" a
+ collection of input {@link android.renderscript.Allocation Allocations} to a single
+ value.</p>
+
+<ul>
+<li><p>Here is an <a id="example-addint">example</a> of a simple <strong>reduction
+kernel</strong> that adds up the {@link android.renderscript.Element Elements} of its
+input:</p>
+
+<pre>#pragma rs reduce(addint) accumulator(addintAccum)
+
+static void addintAccum(int *accum, int val) {
+ *accum += val;
+}</pre>
+
+<p>A reduction kernel consists of one or more user-written functions.
+<code>#pragma rs reduce</code> is used to define the kernel by specifying its name
+(<code>addint</code>, in this example) and the names and roles of the functions that make
+up the kernel (an <code>accumulator</code> function <code>addintAccum</code>, in this
+example). All such functions must be <code>static</code>. A reduction kernel always
+requires an <code>accumulator</code> function; it may also have other functions, depending
+on what you want the kernel to do.</p>
+
+<p>A reduction kernel accumulator function must return <code>void</code> and must have at least
+two arguments. The first argument (<code>accum</code>, in this example) is a pointer to
+an <i>accumulator data item</i> and the second (<code>val</code>, in this example) is
+automatically filled in based on the input {@link android.renderscript.Allocation} passed to
+the kernel launch. The accumulator data item is created by the RenderScript runtime; by
+default, it is initialized to zero. By default, this kernel is run across its entire input
+{@link android.renderscript.Allocation}, with one execution of the accumulator function per
+{@link android.renderscript.Element} in the {@link android.renderscript.Allocation}. By
+default, the final value of the accumulator data item is treated as the result of the
+reduction, and is returned to Java. The RenderScript runtime checks to ensure that the {@link
+android.renderscript.Element} type of the input Allocation matches the accumulator function's
+prototype; if it does not match, RenderScript throws an exception.</p>
+
+<p>A reduction kernel has one or more input {@link android.renderscript.Allocation
+Allocations} but no output {@link android.renderscript.Allocation Allocations}.</p></li>
+
+<p>Reduction kernels are explained in more detail <a href="#reduction-in-depth">here</a>.</p>
+
+<p>Reduction kernels are supported in Android Nougat (API level 24) and later.</p>
+</li>
+</ul>
+
+<p>A mapping kernel function or a reduction kernel accumulator function may access the coordinates
+of the current execution using the <a id="special-arguments">special arguments</a> <code>x</code>,
+<code>y</code>, and <code>z</code>, which must be of type <code>int</code> or <code>uint32_t</code>.
+These arguments are optional.</p>
+
+<p>A mapping kernel function or a reduction kernel accumulator
+function may also take the optional special argument
+<code>context</code> of type <a
+href='reference/rs_for_each.html#android_rs:rs_kernel_context'>rs_kernel_context</a>.
+It is needed by a family of runtime APIs that are used to query
+certain properties of the current execution -- for example, <a
+href='reference/rs_for_each.html#android_rs:rsGetDimX'>rsGetDimX</a>.
+(The <code>context</code> argument is available in Android 6.0 (API level 23) and later.)</p>
+</li>
<li>An optional <code>init()</code> function. An <code>init()</code> function is a special type of
-invokable function that is run when the script is first instantiated. This allows for some
+invokable function that RenderScript runs when the script is first instantiated. This allows for some
computation to occur automatically at script creation.</li>
-<li>Some number of static script globals and functions. A static script global is equivalent to a
-script global except that it cannot be set from Java code. A static function is a standard C
+<li>Zero or more <strong><i>static script globals and functions</i></strong>. A static script global is equivalent to a
+script global except that it cannot be accessed from Java code. A static function is a standard C
function that can be called from any kernel or invokable function in the script but is not exposed
to the Java API. If a script global or function does not need to be called from Java code, it is
-highly recommended that those be declared <code>static</code>.</li> </ul>
+highly recommended that it be declared <code>static</code>.</li> </ul>
<h4>Setting floating point precision</h4>
@@ -129,13 +220,13 @@ different level of floating point precision:</p>
</li>
- <li><code>#pragma rs_fp_relaxed</code> - For apps that don’t require strict IEEE 754-2008
+ <li><code>#pragma rs_fp_relaxed</code>: For apps that don’t require strict IEEE 754-2008
compliance and can tolerate less precision. This mode enables flush-to-zero for denorms and
round-towards-zero.
</li>
- <li><code>#pragma rs_fp_imprecise</code> - For apps that don’t have stringent precision
+ <li><code>#pragma rs_fp_imprecise</code>: For apps that don’t have stringent precision
requirements. This mode enables everything in <code>rs_fp_relaxed</code> along with the
following:
@@ -162,14 +253,21 @@ precision (such as SIMD CPU instructions).</p>
available on devices running Android 3.0 (API level 11) and higher. </li>
<li><strong>{@link android.support.v8.renderscript}</strong> - The APIs in this package are
available through a <a href="{@docRoot}tools/support-library/features.html#v8">Support
- Library</a>, which allows you to use them on devices running Android 2.2 (API level 8) and
+ Library</a>, which allows you to use them on devices running Android 2.3 (API level 9) and
higher.</li>
</ul>
-<p>We strongly recommend using the Support Library APIs for accessing RenderScript because they
- provide a wider range of device compatibility. Developers targeting specific versions of
- Android can use {@link android.renderscript} if necessary.</p>
+<p>Here are the tradeoffs:</p>
+<ul>
+<li>If you use the Support Library APIs, the RenderScript portion of your application will be
+ compatible with devices running Android 2.3 (API level 9) and higher, regardless of which RenderScript
+ features you use. This allows your application to work on more devices than if you use the
+ native (<strong>{@link android.renderscript}</strong>) APIs.</li>
+<li>Certain RenderScript features are not available through the Support Library APIs.</li>
+<li>If you use the Support Library APIs, you will get (possibly significantly) larger APKs than
+if you use the native (<strong>{@link android.renderscript}</strong>) APIs.</li>
+</ul>
<h3 id="ide-setup">Using the RenderScript Support Library APIs</h3>
@@ -202,7 +300,7 @@ android {
buildToolsVersion "23.0.3"
defaultConfig {
- minSdkVersion 8
+ minSdkVersion 9
targetSdkVersion 19
<strong>
renderscriptTargetApi 18
@@ -250,7 +348,7 @@ import android.support.v8.renderscript.*;
<p>Using RenderScript from Java code relies on the API classes located in the
{@link android.renderscript} or the {@link android.support.v8.renderscript} package. Most
-applications follow the same basic usage patterns:</p>
+applications follow the same basic usage pattern:</p>
<ol>
@@ -266,12 +364,12 @@ possible. Typically, an application will have only a single RenderScript context
script.</strong> An {@link android.renderscript.Allocation} is a RenderScript object that provides
storage for a fixed amount of data. Kernels in scripts take {@link android.renderscript.Allocation}
objects as their input and output, and {@link android.renderscript.Allocation} objects can be
-accessed in kernels using <code>rsGetElementAt_<em>type</em>()</code> and
-<code>rsSetElementAt_<em>type</em>()</code> when bound as script globals. {@link
+accessed in kernels using <code>rsGetElementAt_<i>type</i>()</code> and
+<code>rsSetElementAt_<i>type</i>()</code> when bound as script globals. {@link
android.renderscript.Allocation} objects allow arrays to be passed from Java code to RenderScript
code and vice-versa. {@link android.renderscript.Allocation} objects are typically created using
-{@link android.renderscript.Allocation#createTyped} or {@link
-android.renderscript.Allocation#createFromBitmap}.</li>
+{@link android.renderscript.Allocation#createTyped createTyped()} or {@link
+android.renderscript.Allocation#createFromBitmap createFromBitmap()}.</li>
<li><strong>Create whatever scripts are necessary.</strong> There are two types of scripts available
to you when using RenderScript:
@@ -281,9 +379,9 @@ to you when using RenderScript:
<li><strong>ScriptC</strong>: These are the user-defined scripts as described in <a
href="#writing-an-rs-kernel">Writing a RenderScript Kernel</a> above. Every script has a Java class
reflected by the RenderScript compiler in order to make it easy to access the script from Java code;
-this class will have the name <code>ScriptC_<em>filename</em></code>. For example, if the kernel
-above was located in <code>invert.rs</code> and a RenderScript context was already located in
-<code>mRS</code>, the Java code to instantiate the script would be:
+this class has the name <code>ScriptC_<i>filename</i></code>. For example, if the mapping kernel
+above were located in <code>invert.rs</code> and a RenderScript context were already located in
+<code>mRenderScript</code>, the Java code to instantiate the script would be:
<pre>ScriptC_invert invert = new ScriptC_invert(mRenderScript);</pre></li>
@@ -294,35 +392,926 @@ such as Gaussian blur, convolution, and image blending. For more information, se
</ul></li>
<li><strong>Populate Allocations with data.</strong> Except for Allocations created with {@link
-android.renderscript#createFromBitmap}, an Allocation will be populated with empty data when it is
-first created. To populate an Allocation, use one of the <code>copy</code> methods in {@link
-android.renderscript.Allocation}.</li>
-
-<li><strong>Set any necessary script globals.</strong> Globals may be set using methods in the same
-<code>ScriptC_<em>filename</em></code> class with methods named
-<code>set_<em>globalname</em></code>. For example, in order to set an <code>int</code> named
-<code>elements</code>, use the Java method <code>set_elements(int)</code>. RenderScript objects can
-also be set in kernels; for example, the <code>rs_allocation</code> variable named
-<code>lookup</code> can be set with the method <code>set_lookup(Allocation)</code>.</li>
-
-<li><strong>Launch the appropriate kernels.</strong> Methods to launch a given kernel will be
-reflected in the same <code>ScriptC_<em>filename</em></code> class with methods named
-<code>forEach_<em>kernelname</em>()</code>. These launches are asynchronous, and launches will be
-serialized in the order in which they are launched. Depending on the arguments to the kernel, the
-method will take either one or two Allocations. By default, a kernel will execute over the entire
-input or output Allocation; to execute over a subset of that Allocation, pass an appropriate {@link
-android.renderscript.Script.LaunchOptions} as the last argument to the <code>forEach</code> method.
-
-<p>Invoked functions can be launched using the <code>invoke_<em>functionname</em></code> methods
-reflected in the same <code>ScriptC_<em>filename</em></code> class.</p></li>
-
-<li><strong>Copy data out of {@link android.renderscript.Allocation} objects.</strong> In order to
-access data from an {@link android.renderscript.Allocation} from Java code, that data must be copied
-back to Java buffers using one of the <code>copy</code> methods in {@link
-android.renderscript.Allocation}. These functions will synchronize with asynchronous kernel and
-function launches as necessary.</li>
-
-<li><strong>Tear down the RenderScript context.</strong> The RenderScript context can be destroyed
+android.renderscript.Allocation#createFromBitmap createFromBitmap()}, an Allocation is populated with empty data when it is
+first created. To populate an Allocation, use one of the "copy" methods in {@link
+android.renderscript.Allocation}. The "copy" methods are <a href="#asynchronous-model">synchronous</a>.</li>
+
+<li><strong>Set any necessary script globals.</strong> You may set globals using methods in the
+ same <code>ScriptC_<i>filename</i></code> class named <code>set_<i>globalname</i></code>. For
+ example, in order to set an <code>int</code> variable named <code>threshold</code>, use the
+ Java method <code>set_threshold(int)</code>; and in order to set
+ an <code>rs_allocation</code> variable named <code>lookup</code>, use the Java
+ method <code>set_lookup(Allocation)</code>. The <code>set</code> methods
+ are <a href="#asynchronous-model">asynchronous</a>.</li>
+
+<li><strong>Launch the appropriate kernels and invokable functions.</strong>
+<p>Methods to launch a given kernel are
+reflected in the same <code>ScriptC_<i>filename</i></code> class with methods named
+<code>forEach_<i>mappingKernelName</i>()</code>
+or <code>reduce_<i>reductionKernelName</i>()</code>.
+These launches are <a href="#asynchronous-model">asynchronous</a>.
+Depending on the arguments to the kernel, the
+method takes one or more Allocations, all of which must have the same dimensions. By default, a
+kernel executes over every coordinate in those dimensions; to execute a kernel over a subset of those coordinates,
+pass an appropriate {@link
+android.renderscript.Script.LaunchOptions} as the last argument to the <code>forEach</code> or <code>reduce</code> method.</p>
+
+<p>Launch invokable functions using the <code>invoke_<i>functionName</i></code> methods
+reflected in the same <code>ScriptC_<i>filename</i></code> class.
+These launches are <a href="#asynchronous-model">asynchronous</a>.</p></li>
+
+<li><strong>Retrieve data from {@link android.renderscript.Allocation} objects
+and <i><a href="#javaFutureType">javaFutureType</a></i> objects.</strong>
+In order to
+access data from an {@link android.renderscript.Allocation} from Java code, you must copy that data
+back to Java using one of the "copy" methods in {@link
+android.renderscript.Allocation}.
+In order to obtain the result of a reduction kernel, you must use the <code><i>javaFutureType</i>.get()</code> method.
+The "copy" and <code>get()</code> methods are <a href="#asynchronous-model">synchronous</a>.</li>
+
+<li><strong>Tear down the RenderScript context.</strong> You can destroy the RenderScript context
with {@link android.renderscript.RenderScript#destroy} or by allowing the RenderScript context
-object to be garbage collected. This will cause any further use of any object belonging to that
+object to be garbage collected. This causes any further use of any object belonging to that
context to throw an exception.</li> </ol>
+
+<h3 id="asynchronous-model">Asynchronous execution model</h3>
+
+<p>The reflected <code>forEach</code>, <code>invoke</code>, <code>reduce</code>,
+ and <code>set</code> methods are asynchronous -- each may return to Java before completing the
+ requested action. However, the individual actions are serialized in the order in which they are launched.</p>
+
+<p>The {@link android.renderscript.Allocation} class provides "copy" methods to copy data to
+ and from Allocations. A "copy" method is synchronous, and is serialized with respect to any
+ of the asynchronous actions above that touch the same Allocation.</p>
+
+<p>The reflected <i><a href="#javaFutureType">javaFutureType</a></i> classes provide
+ a <code>get()</code> method to obtain the result of a reduction. <code>get()</code> is
+ synchronous, and is serialized with respect to the reduction (which is asynchronous).</p>
+
+<h2 id="reduction-in-depth">Reduction Kernels in Depth</h2>
+
+<p><i>Reduction</i> is the process of combining a collection of data into a single
+value. This is a useful primitive in parallel programming, with applications such as the
+following:</p>
+<ul>
+ <li>computing the sum or product over all the data</li>
+ <li>computing logical operations (<code>and</code>, <code>or</code>, <code>xor</code>)
+ over all the data</li>
+ <li>finding the minimum or maximum value within the data</li>
+ <li>searching for a specific value or for the coordinate of a specific value within the data</li>
+</ul>
+
+<p>In Android Nougat (API level 24) and later, RenderScript supports <i>reduction kernels</i> to allow
+efficient user-written reduction algorithms. You may launch reduction kernels on inputs with
+1, 2, or 3 dimensions.<p>
+
+<p>An example above shows a simple <a href="#example-addint">addint</a> reduction kernel.
+Here is a more complicated <a id="example-findMinAndMax">findMinAndMax</a> reduction kernel
+that finds the locations of the minimum and maximum <code>long</code> values in a
+1-dimensional {@link android.renderscript.Allocation}:</p>
+
+<pre>
+#define LONG_MAX (long)((1UL << 63) - 1)
+#define LONG_MIN (long)(1UL << 63)
+
+#pragma rs reduce(findMinAndMax) \
+ initializer(fMMInit) accumulator(fMMAccumulator) \
+ combiner(fMMCombiner) outconverter(fMMOutConverter)
+
+// Either a value and the location where it was found, or <a href="#INITVAL">INITVAL</a>.
+typedef struct {
+ long val;
+ int idx; // -1 indicates <a href="#INITVAL">INITVAL</a>
+} IndexedVal;
+
+typedef struct {
+ IndexedVal min, max;
+} MinAndMax;
+
+// In discussion below, this initial value { { LONG_MAX, -1 }, { LONG_MIN, -1 } }
+// is called <a id="INITVAL">INITVAL</a>.
+static void fMMInit(MinAndMax *accum) {
+ accum->min.val = LONG_MAX;
+ accum->min.idx = -1;
+ accum->max.val = LONG_MIN;
+ accum->max.idx = -1;
+}
+
+//----------------------------------------------------------------------
+// In describing the behavior of the accumulator and combiner functions,
+// it is helpful to describe hypothetical functions
+// IndexedVal min(IndexedVal a, IndexedVal b)
+// IndexedVal max(IndexedVal a, IndexedVal b)
+// MinAndMax minmax(MinAndMax a, MinAndMax b)
+// MinAndMax minmax(MinAndMax accum, IndexedVal val)
+//
+// The effect of
+// IndexedVal min(IndexedVal a, IndexedVal b)
+// is to return the IndexedVal from among the two arguments
+// whose val is lesser, except that when an IndexedVal
+// has a negative index, that IndexedVal is never less than
+// any other IndexedVal; therefore, if exactly one of the
+// two arguments has a negative index, the min is the other
+// argument. Like ordinary arithmetic min and max, this function
+// is commutative and associative; that is,
+//
+// min(A, B) == min(B, A) // commutative
+// min(A, min(B, C)) == min((A, B), C) // associative
+//
+// The effect of
+// IndexedVal max(IndexedVal a, IndexedVal b)
+// is analogous (greater . . . never greater than).
+//
+// Then there is
+//
+// MinAndMax minmax(MinAndMax a, MinAndMax b) {
+// return MinAndMax(min(a.min, b.min), max(a.max, b.max));
+// }
+//
+// Like ordinary arithmetic min and max, the above function
+// is commutative and associative; that is:
+//
+// minmax(A, B) == minmax(B, A) // commutative
+// minmax(A, minmax(B, C)) == minmax((A, B), C) // associative
+//
+// Finally define
+//
+// MinAndMax minmax(MinAndMax accum, IndexedVal val) {
+// return minmax(accum, MinAndMax(val, val));
+// }
+//----------------------------------------------------------------------
+
+// This function can be explained as doing:
+// *accum = minmax(*accum, IndexedVal(in, x))
+//
+// This function simply computes minimum and maximum values as if
+// INITVAL.min were greater than any other minimum value and
+// INITVAL.max were less than any other maximum value. Note that if
+// *accum is INITVAL, then this function sets
+// *accum = IndexedVal(in, x)
+//
+// After this function is called, both accum->min.idx and accum->max.idx
+// will have nonnegative values:
+// - x is always nonnegative, so if this function ever sets one of the
+// idx fields, it will set it to a nonnegative value
+// - if one of the idx fields is negative, then the corresponding
+// val field must be LONG_MAX or LONG_MIN, so the function will always
+// set both the val and idx fields
+static void fMMAccumulator(MinAndMax *accum, long in, int x) {
+ IndexedVal me;
+ me.val = in;
+ me.idx = x;
+
+ if (me.val <= accum->min.val)
+ accum->min = me;
+ if (me.val >= accum->max.val)
+ accum->max = me;
+}
+
+// This function can be explained as doing:
+// *accum = minmax(*accum, *val)
+//
+// This function simply computes minimum and maximum values as if
+// INITVAL.min were greater than any other minimum value and
+// INITVAL.max were less than any other maximum value. Note that if
+// one of the two accumulator data items is INITVAL, then this
+// function sets *accum to the other one.
+static void fMMCombiner(MinAndMax *accum,
+ const MinAndMax *val) {
+ if ((accum->min.idx < 0) || (val->min.val < accum->min.val))
+ accum->min = val->min;
+ if ((accum->max.idx < 0) || (val->max.val > accum->max.val))
+ accum->max = val->max;
+}
+
+static void fMMOutConverter(int2 *result,
+ const MinAndMax *val) {
+ result->x = val->min.idx;
+ result->y = val->max.idx;
+}
+</pre>
+
+<p class="note"><strong>NOTE:</strong> There are more example reduction
+ kernels <a href="#more-example">here</a>.</p>
+
+<p>In order to run a reduction kernel, the RenderScript runtime creates <em>one or more</em>
+variables called <a id="accumulator-data-items"><strong><i>accumulator data
+items</i></strong></a> to hold the state of the reduction process. The RenderScript runtime
+picks the number of accumulator data items in such a way as to maximize performance. The type
+of the accumulator data items (<i>accumType</i>) is determined by the kernel's <i>accumulator
+function</i> -- the first argument to that function is a pointer to an accumulator data
+item. By default, every accumulator data item is initialized to zero (as if
+by <code>memset</code>); however, you may write an <i>initializer function</i> to do something
+different.</p>
+
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a>
+kernel, the accumulator data items (of type <code>int</code>) are used to add up input
+values. There is no initializer function, so each accumulator data item is initialized to
+zero.</p>
+
+<p class="note"><strong>Example:</strong> In
+the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the accumulator data items
+(of type <code>MinAndMax</code>) are used to keep track of the minimum and maximum values
+found so far. There is an initializer function to set these to <code>LONG_MAX</code> and
+<code>LONG_MIN</code>, respectively; and to set the locations of these values to -1, indicating that
+the values are not actually present in the (empty) portion of the input that has been
+processed.</p>
+
+<p>RenderScript calls your accumulator function once for every coordinate in the
+input(s). Typically, your function should update the accumulator data item in some way
+according to the input.</p>
+
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a>
+kernel, the accumulator function adds the value of an input Element to the accumulator
+data item.</p>
+
+<p class="note"><strong>Example:</strong> In
+the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the accumulator function
+checks to see whether the value of an input Element is less than or equal to the minimum
+value recorded in the accumulator data item and/or greater than or equal to the maximum
+value recorded in the accumulator data item, and updates the accumulator data item
+accordingly.</p>
+
+<p>After the accumulator function has been called once for every coordinate in the input(s),
+RenderScript must <strong>combine</strong> the <a href="#accumulator-data-items">accumulator
+data items</a> together into a single accumulator data item. You may write a <i>combiner
+function</i> to do this. If the accumulator function has a single input and
+no <a href="#special-arguments">special arguments</a>, then you do not need to write a combiner
+function; RenderScript will use the accumulator function to combine the accumulator data
+items. (You may still write a combiner function if this default behavior is not what you
+want.)</p>
+
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a>
+kernel, there is no combiner function, so the accumulator function will be used. This is
+the correct behavior, because if we split a collection of values into two pieces, and we
+add up the values in those two pieces separately, adding up those two sums is the same as
+adding up the entire collection.</p>
+
+<p class="note"><strong>Example:</strong> In
+the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the combiner function
+checks to see whether the minimum value recorded in the "source" accumulator data
+item <code>*val</code> is less then the minimum value recorded in the "destination"
+accumulator data item <code>*accum</code>, and updates <code>*accum</code>
+accordingly. It does similar work for the maximum value. This updates <code>*accum</code>
+to the state it would have had if all of the input values had been accumulated into
+<code>*accum</code> rather than some into <code>*accum</code> and some into
+<code>*val</code>.</p>
+
+<p>After all of the accumulator data items have been combined, RenderScript determines
+the result of the reduction to return to Java. You may write an <i>outconverter
+function</i> to do this. You do not need to write an outconverter function if you want
+the final value of the combined accumulator data items to be the result of the reduction.</p>
+
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a> kernel,
+there is no outconverter function. The final value of the combined data items is the sum of
+all Elements of the input, which is the value we want to return.</p>
+
+<p class="note"><strong>Example:</strong> In
+the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the outconverter function
+initializes an <code>int2</code> result value to hold the locations of the minimum and
+maximum values resulting from the combination of all of the accumulator data items.</p>
+
+<h3 id="writing-reduction-kernel">Writing a reduction kernel</h3>
+
+<p><code>#pragma rs reduce</code> defines a reduction kernel by
+specifying its name and the names and roles of the functions that make
+up the kernel. All such functions must be
+<code>static</code>. A reduction kernel always requires an <code>accumulator</code>
+function; you can omit some or all of the other functions, depending on what you want the
+kernel to do.</p>
+
+<pre>#pragma rs reduce(<i>kernelName</i>) \
+ initializer(<i>initializerName</i>) \
+ accumulator(<i>accumulatorName</i>) \
+ combiner(<i>combinerName</i>) \
+ outconverter(<i>outconverterName</i>)
+</pre>
+
+<p>The meaning of the items in the <code>#pragma</code> is as follows:</p>
+<ul>
+
+<li><code>reduce(<i>kernelName</i>)</code> (mandatory): Specifies that a reduction kernel is
+being defined. A reflected Java method <code>reduce_<i>kernelName</i></code> will launch the
+kernel.</li>
+
+<li><p><code>initializer(<i>initializerName</i>)</code> (optional): Specifies the name of the
+initializer function for this reduction kernel. When you launch the kernel, RenderScript calls
+this function once for each <a href="#accumulator-data-items">accumulator data item</a>. The
+function must be defined like this:</p>
+
+<pre>static void <i>initializerName</i>(<i>accumType</i> *accum) { … }</pre>
+
+<p><code>accum</code> is a pointer to an accumulator data item for this function to
+initialize.</p>
+
+<p>If you do not provide an initializer function, RenderScript initializes every accumulator
+data item to zero (as if by <code>memset</code>), behaving as if there were an initializer
+function that looks like this:</p>
+<pre>static void <i>initializerName</i>(<i>accumType</i> *accum) {
+ memset(accum, 0, sizeof(*accum));
+}</pre>
+</li>
+
+<li><p><code><a id="accumulator-function">accumulator(<i>accumulatorName</i>)</a></code>
+(mandatory): Specifies the name of the accumulator function for this
+reduction kernel. When you launch the kernel, RenderScript calls
+this function once for every coordinate in the input(s), to update an
+accumulator data item in some way according to the input(s). The function
+must be defined like this:</p>
+
+<pre>
+static void <i>accumulatorName</i>(<i>accumType</i> *accum,
+ <i>in1Type</i> in1, <i>&hellip;,</i> <i>inNType</i> in<i>N</i>
+ <i>[, specialArguments]</i>) { &hellip; }
+</pre>
+
+<p><code>accum</code> is a pointer to an accumulator data item for this function to
+modify. <code>in1</code> through <code>in<i>N</i></code> are one <em>or more</em> arguments that
+are automatically filled in based on the inputs passed to the kernel launch, one argument
+per input. The accumulator function may optionally take any of the <a
+href="#special-arguments">special arguments</a>.</p>
+
+<p>An example kernel with multiple inputs is <a href="#dot-product"><code>dotProduct</code></a>.</p>
+</li>
+
+<li><code><a id="combiner-function">combiner(<i>combinerName</i>)</a></code>
+(optional): Specifies the name of the combiner function for this
+reduction kernel. After RenderScript calls the accumulator function
+once for every coordinate in the input(s), it calls this function as many
+times as necessary to combine all accumulator data items into a single
+accumulator data item. The function must be defined like this:</p>
+
+<pre>static void <i>combinerName</i>(<i>accumType</i> *accum, const <i>accumType</i> *other) { … }</pre>
+
+<p><code>accum</code> is a pointer to a "destination" accumulator data item for this
+function to modify. <code>other</code> is a pointer to a "source" accumulator data item
+for this function to "combine" into <code>*accum</code>.</p>
+
+<p class="note"><strong>NOTE:</strong> It is possible
+ that <code>*accum</code>, <code>*other</code>, or both have been initialized but have never
+ been passed to the accumulator function; that is, one or both have never been updated
+ according to any input data. For example, in
+ the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the combiner
+ function <code>fMMCombiner</code> explicitly checks for <code>idx &lt; 0</code> because that
+ indicates such an accumulator data item, whose value is <a href="#INITVAL">INITVAL</a>.</p>
+
+<p>If you do not provide a combiner function, RenderScript uses the accumulator function in its
+place, behaving as if there were a combiner function that looks like this:</p>
+
+<pre>static void <i>combinerName</i>(<i>accumType</i> *accum, const <i>accumType</i> *other) {
+ <i>accumulatorName</i>(accum, *other);
+}</pre>
+
+<p>A combiner function is mandatory if the kernel has more than one input, if the input data
+ type is not the same as the accumulator data type, or if the accumulator function takes one
+ or more <a href="#special-arguments">special arguments</a>.</p>
+</li>
+
+<li><p><code><a id="outconverter-function">outconverter(<i>outconverterName</i>)</a></code>
+(optional): Specifies the name of the outconverter function for this
+reduction kernel. After RenderScript combines all of the accumulator
+data items, it calls this function to determine the result of the
+reduction to return to Java. The function must be defined like
+this:</p>
+
+<pre>static void <i>outconverterName</i>(<i>resultType</i> *result, const <i>accumType</i> *accum) { … }</pre>
+
+<p><code>result</code> is a pointer to a result data item (allocated but not initialized
+by the RenderScript runtime) for this function to initialize with the result of the
+reduction. <i>resultType</i> is the type of that data item, which need not be the same
+as <i>accumType</i>. <code>accum</code> is a pointer to the final accumulator data item
+computed by the <a href="#combiner-function">combiner function</a>.</p>
+
+<p>If you do not provide an outconverter function, RenderScript copies the final accumulator
+data item to the result data item, behaving as if there were an outconverter function that
+looks like this:</p>
+
+<pre>static void <i>outconverterName</i>(<i>accumType</i> *result, const <i>accumType</i> *accum) {
+ *result = *accum;
+}</pre>
+
+<p>If you want a different result type than the accumulator data type, then the outconverter function is mandatory.</p>
+</li>
+
+</ul>
+
+<p>Note that a kernel has input types, an accumulator data item type, and a result type,
+ none of which need to be the same. For example, in
+ the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, the input
+ type <code>long</code>, accumulator data item type <code>MinAndMax</code>, and result
+ type <code>int2</code> are all different.</p>
+
+<h4 id="assume">What can't you assume?</h4>
+
+<p>You must not rely on the number of accumulator data items created by RenderScript for a
+ given kernel launch. There is no guarantee that two launches of the same kernel with the
+ same input(s) will create the same number of accumulator data items.</p>
+
+<p>You must not rely on the order in which RenderScript calls the initializer, accumulator, and
+ combiner functions; it may even call some of them in parallel. There is no guarantee that
+ two launches of the same kernel with the same input will follow the same order. The only
+ guarantee is that only the initializer function will ever see an uninitialized accumulator
+ data item. For example:</p>
+<ul>
+<li>There is no guarantee that all accumulator data items will be initialized before the
+ accumulator function is called, although it will only be called on an initialized accumulator
+ data item.</li>
+<li>There is no guarantee on the order in which input Elements are passed to the accumulator
+ function.</li>
+<li>There is no guarantee that the accumulator function has been called for all input Elements
+ before the combiner function is called.</li>
+</ul>
+
+<p>One consequence of this is that the <a href="#example-findMinAndMax">findMinAndMax</a>
+ kernel is not deterministic: If the input contains more than one occurrence of the same
+ minimum or maximum value, you have no way of knowing which occurrence the kernel will
+ find.</p>
+
+<h4 id="guarantee">What must you guarantee?</h4>
+
+<p>Because the RenderScript system can choose to execute a kernel <a href="#assume">in many
+ different ways</a>, you must follow certain rules to ensure that your kernel behaves the
+ way you want. If you do not follow these rules, you may get incorrect results,
+ nondeterministic behavior, or runtime errors.</p>
+
+<p>The rules below often say that two accumulator data items must have "<a id="the-same">the
+ same value"</a>. What does this mean? That depends on what you want the kernel to do. For
+ a mathematical reduction such as <a href="#example-addint">addint</a>, it usually makes sense
+ for "the same" to mean mathematical equality. For a "pick any" search such
+ as <a href="#example-findMinAndMax">findMinAndMax</a> ("find the location of minimum and
+ maximum input values") where there might be more than one occurrence of identical input
+ values, all locations of a given input value must be considered "the same". You could write
+ a similar kernel to "find the location of <em>leftmost</em> minimum and maximum input values"
+ where (say) a minimum value at location 100 is preferred over an identical minimum value at location
+ 200; for this kernel, "the same" would mean identical <em>location</em>, not merely
+ identical <em>value</em>, and the accumulator and combiner functions would have to be
+ different than those for <a href="#example-findMinAndMax">findMinAndMax</a>.</p>
+
+<strong>The initializer function must create an <i>identity value</i>.</strong> That is,
+ if <code><i>I</i></code> and <code><i>A</i></code> are accumulator data items initialized
+ by the initializer function, and <code><i>I</i></code> has never been passed to the
+ accumulator function (but <code><i>A</i></code> may have been), then
+<ul>
+<li><code><i>combinerName</i>(&<i>A</i>, &<i>I</i>)</code> must
+ leave <code><i>A</i></code> <a href="#the-same">the same</a></li>
+<li><code><i>combinerName</i>(&<i>I</i>, &<i>A</i>)</code> must
+ leave <code><i>I</i></code> <a href="#the-same">the same</a> as <code><i>A</i></code></li>
+</ul>
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a>
+ kernel, an accumulator data item is initialized to zero. The combiner function for this
+ kernel performs addition; zero is the identity value for addition.</p>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-findMinAndMax">findMinAndMax</a>
+ kernel, an accumulator data item is initialized
+ to <a href="#INITVAL"><code>INITVAL</code></a>.
+<ul>
+<li><code>fMMCombiner(&<i>A</i>, &<i>I</i>)</code> leaves <code><i>A</i></code> the same,
+ because <code><i>I</i></code> is <code>INITVAL</code>.</li>
+<li><code>fMMCombiner(&<i>I</i>, &<i>A</i>)</code> sets <code><i>I</i></code>
+ to <code><i>A</i></code>, because <code><i>I</i></code> is <code>INITVAL</code>.</li>
+</ul>
+Therefore, <code>INITVAL</code> is indeed an identity value.
+</p></div>
+
+<p><strong>The combiner function must be <i>commutative</i>.</strong> That is,
+ if <code><i>A</i></code> and <code><i>B</i></code> are accumulator data items initialized
+ by the initializer function, and that may have been passed to the accumulator function zero
+ or more times, then <code><i>combinerName</i>(&<i>A</i>, &<i>B</i>)</code> must
+ set <code><i>A</i></code> to <a href="#the-same">the same value</a>
+ that <code><i>combinerName</i>(&<i>B</i>, &<i>A</i>)</code>
+ sets <code><i>B</i></code>.</p>
+<p class="note"><strong>Example:</strong> In the <a href="#example-addint">addint</a>
+ kernel, the combiner function adds the two accumulator data item values; addition is
+ commutative.</p>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-findMinAndMax">findMinAndMax</a> kernel,
+<pre>
+fMMCombiner(&<i>A</i>, &<i>B</i>)
+</pre>
+is the same as
+<pre>
+<i>A</i> = minmax(<i>A</i>, <i>B</i>)
+</pre>
+and <code>minmax</code> is commutative, so <code>fMMCombiner</code> is also.
+</p>
+</div>
+
+<p><strong>The combiner function must be <i>associative</i>.</strong> That is,
+ if <code><i>A</i></code>, <code><i>B</i></code>, and <code><i>C</i></code> are
+ accumulator data items initialized by the initializer function, and that may have been passed
+ to the accumulator function zero or more times, then the following two code sequences must
+ set <code><i>A</i></code> to <a href="#the-same">the same value</a>:</p>
+<ul>
+<li><pre>
+<i>combinerName</i>(&<i>A</i>, &<i>B</i>);
+<i>combinerName</i>(&<i>A</i>, &<i>C</i>);
+</pre></li>
+<li><pre>
+<i>combinerName</i>(&<i>B</i>, &<i>C</i>);
+<i>combinerName</i>(&<i>A</i>, &<i>B</i>);
+</pre></li>
+</ul>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-addint">addint</a> kernel, the
+ combiner function adds the two accumulator data item values:
+<ul>
+<li><pre>
+<i>A</i> = <i>A</i> + <i>B</i>
+<i>A</i> = <i>A</i> + <i>C</i>
+// Same as
+// <i>A</i> = (<i>A</i> + <i>B</i>) + <i>C</i>
+</pre></li>
+<li><pre>
+<i>B</i> = <i>B</i> + <i>C</i>
+<i>A</i> = <i>A</i> + <i>B</i>
+// Same as
+// <i>A</i> = <i>A</i> + (<i>B</i> + <i>C</i>)
+// <i>B</i> = <i>B</i> + <i>C</i>
+</li>
+</ul>
+Addition is associative, and so the combiner function is also.
+</p>
+</div>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-findMinAndMax">findMinAndMax</a> kernel,
+<pre>
+fMMCombiner(&<i>A</i>, &<i>B</i>)
+</pre>
+is the same as
+<pre>
+<i>A</i> = minmax(<i>A</i>, <i>B</i>)
+</pre>
+So the two sequences are
+<ul>
+<li><pre>
+<i>A</i> = minmax(<i>A</i>, <i>B</i>)
+<i>A</i> = minmax(<i>A</i>, <i>C</i>)
+// Same as
+// <i>A</i> = minmax(minmax(<i>A</i>, <i>B</i>), <i>C</i>)
+</pre></li>
+<li><pre>
+<i>B</i> = minmax(<i>B</i>, <i>C</i>)
+<i>A</i> = minmax(<i>A</i>, <i>B</i>)
+// Same as
+// <i>A</i> = minmax(<i>A</i>, minmax(<i>B</i>, <i>C</i>))
+// <i>B</i> = minmax(<i>B</i>, <i>C</i>)
+</pre></li>
+<code>minmax</code> is associative, and so <code>fMMCombiner</code> is also.
+</p>
+</div>
+
+<p><strong>The accumulator function and combiner function together must obey the <i>basic
+ folding rule</i>.</strong> That is, if <code><i>A</i></code>
+ and <code><i>B</i></code> are accumulator data items, <code><i>A</i></code> has been
+ initialized by the initializer function and may have been passed to the accumulator function
+ zero or more times, <code><i>B</i></code> has not been initialized, and <i>args</i> is
+ the list of input arguments and special arguments for a particular call to the accumulator
+ function, then the following two code sequences must set <code><i>A</i></code>
+ to <a href="#the-same">the same value</a>:</p>
+<ul>
+<li><pre>
+<i>accumulatorName</i>(&<i>A</i>, <i>args</i>); // statement 1
+</pre></li>
+<li><pre>
+<i>initializerName</i>(&<i>B</i>); // statement 2
+<i>accumulatorName</i>(&<i>B</i>, <i>args</i>); // statement 3
+<i>combinerName</i>(&<i>A</i>, &<i>B</i>); // statement 4
+</pre></li>
+</ul>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-addint">addint</a> kernel, for an input value <i>V</i>:
+<ul>
+<li>Statement 1 is the same as <code>A += <i>V</i></code></li>
+<li>Statement 2 is the same as <code>B = 0</code></li>
+<li>Statement 3 is the same as <code>B += <i>V</i></code>, which is the same as <code>B = <i>V</i></code></li>
+<li>Statement 4 is the same as <code>A += B</code>, which is the same as <code>A += <i>V</i></code></li>
+</ul>
+Statements 1 and 4 set <code><i>A</i></code> to the same value, and so this kernel obeys the
+basic folding rule.
+</p>
+</div>
+<div class="note">
+<p><strong>Example:</strong> In the <a href="#example-findMinAndMax">findMinAndMax</a> kernel, for an input
+ value <i>V</i> at coordinate <i>X</i>:
+<ul>
+<li>Statement 1 is the same as <code>A = minmax(A, IndexedVal(<i>V</i>, <i>X</i>))</code></li>
+<li>Statement 2 is the same as <code>B = <a href="#INITVAL">INITVAL</a></code></li>
+<li>Statement 3 is the same as
+<pre>
+B = minmax(B, IndexedVal(<i>V</i>, <i>X</i>))
+</pre>
+which, because <i>B</i> is the initial value, is the same as
+<pre>
+B = IndexedVal(<i>V</i>, <i>X</i>)
+</pre>
+</li>
+<li>Statement 4 is the same as
+<pre>
+A = minmax(A, B)
+</pre>
+which is the same as
+<pre>
+A = minmax(A, IndexedVal(<i>V</i>, <i>X</i>))
+</pre>
+</ul>
+Statements 1 and 4 set <code><i>A</i></code> to the same value, and so this kernel obeys the
+basic folding rule.
+</p>
+</div>
+
+<h3 id="calling-reduction-kernel">Calling a reduction kernel from Java code</h3>
+
+<p>For a reduction kernel named <i>kernelName</i> defined in the
+file <code><i>filename</i>.rs</code>, there are three methods reflected in the
+class <code>ScriptC_<i>filename</i></code>:</p>
+
+<pre>
+// Method 1
+public <i>javaFutureType</i> reduce_<i>kernelName</i>(Allocation ain1, <i>&hellip;,</i>
+ Allocation ain<i>N</i>);
+
+// Method 2
+public <i>javaFutureType</i> reduce_<i>kernelName</i>(Allocation ain1, <i>&hellip;,</i>
+ Allocation ain<i>N</i>,
+ Script.LaunchOptions sc);
+
+// Method 3
+public <i>javaFutureType</i> reduce_<i>kernelName</i>(<i><a href="#devec">devecSiIn1Type</a></i>[] in1, &hellip;,
+ <i><a href="#devec">devecSiInNType</a></i>[] in<i>N</i>);
+</pre>
+
+<p>Here are some examples of calling the <a href="#example-addint">addint</a> kernel:</p>
+<pre>
+ScriptC_example script = new ScriptC_example(mRenderScript);
+
+// 1D array
+// and obtain answer immediately
+int input1[] = <i>&hellip;</i>;
+int sum1 = script.reduce_addint(input1).get(); // Method 3
+
+// 2D allocation
+// and do some additional work before obtaining answer
+Type.Builder typeBuilder =
+ new Type.Builder(RS, Element.I32(RS));
+typeBuilder.setX(<i>&hellip;</i>);
+typeBuilder.setY(<i>&hellip;</i>);
+Allocation input2 = createTyped(RS, typeBuilder.create());
+<i>populateSomehow</i>(input2); // fill in input Allocation with data
+script.result_int result2 = script.reduce_addint(input2); // Method 1
+<i>doSomeAdditionalWork</i>(); // might run at same time as reduction
+int sum2 = result2.get();
+</pre>
+
+<p><strong>Method 1</strong> has one input {@link android.renderscript.Allocation} argument for
+ every input argument in the kernel's <a href="#accumulator-function">accumulator
+ function</a>. The RenderScript runtime checks to ensure that all of the input Allocations
+ have the same dimensions and that the {@link android.renderscript.Element} type of each of
+ the input Allocations matches that of the corresponding input argument of the accumulator
+ function's prototype. If any of these checks fail, RenderScript throws an exception. The
+ kernel executes over every coordinate in those dimensions.</p>
+
+<p><strong>Method 2</strong> is the same as Method 1 except that Method 2 takes an additional
+ argument <code>sc</code> that can be used to limit the kernel execution to a subset of the
+ coordinates.</p>
+
+<p><strong><a id="reduce-method-3">Method 3</a></strong> is the same as Method 1 except that
+ instead of taking Allocation inputs it takes Java array inputs. This is a convenience that
+ saves you from having to write code to explicitly create an Allocation and copy data to it
+ from a Java array. <em>However, using Method 3 instead of Method 1 does not increase the
+ performance of the code</em>. For each input array, Method 3 creates a temporary
+ 1-dimensional Allocation with the appropriate {@link android.renderscript.Element} type and
+ {@link android.renderscript.Allocation#setAutoPadding} enabled, and copies the array to the
+ Allocation as if by the appropriate <code>copyFrom()</code> method of {@link
+ android.renderscript.Allocation}. It then calls Method 1, passing those temporary
+ Allocations.</p>
+<p class="note"><strong>NOTE:</strong> If your application will make multiple kernel calls with
+ the same array, or with different arrays of the same dimensions and Element type, you may improve
+ performance by explicitly creating, populating, and reusing Allocations yourself, instead of
+ by using Method 3.</p>
+<p><strong><i><a id="javaFutureType">javaFutureType</a></i></strong>,
+ the return type of the reflected reduction methods, is a reflected
+ static nested class within the <code>ScriptC_<i>filename</i></code>
+ class. It represents the future result of a reduction
+ kernel run. To obtain the actual result of the run, call
+ the <code>get()</code> method of that class, which returns a value
+ of type <i>javaResultType</i>. <code>get()</code> is <a href="#asynchronous-model">synchronous</a>.</p>
+
+<pre>
+public class ScriptC_<i>filename</i> extends ScriptC {
+ public static class <i>javaFutureType</i> {
+ public <i>javaResultType</i> get() { &hellip; }
+ }
+}
+</pre>
+
+<p><strong><i>javaResultType</i></strong> is determined from the <i>resultType</i> of the
+ <a href="#outconverter-function">outconverter function</a>. Unless <i>resultType</i> is an
+ unsigned type (scalar, vector, or array), <i>javaResultType</i> is the directly corresponding
+ Java type. If <i>resultType</i> is an unsigned type and there is a larger Java signed type,
+ then <i>javaResultType</i> is that larger Java signed type; otherwise, it is the directly
+ corresponding Java type. For example:</p>
+<ul>
+<li>If <i>resultType</i> is <code>int</code>, <code>int2</code>, or <code>int[15]</code>,
+ then <i>javaResultType</i> is <code>int</code>, <code>Int2</code>,
+ or <code>int[]</code>. All values of <i>resultType</i> can be represented
+ by <i>javaResultType</i>.</li>
+<li>If <i>resultType</i> is <code>uint</code>, <code>uint2</code>, or <code>uint[15]</code>,
+ then <i>javaResultType</i> is <code>long</code>, <code>Long2</code>,
+ or <code>long[]</code>. All values of <i>resultType</i> can be represented
+ by <i>javaResultType</i>.</li>
+<li>If <i>resultType</i> is <code>ulong</code>, <code>ulong2</code>,
+ or <code>ulong[15]</code>, then <i>javaResultType</i>
+ is <code>long</code>, <code>Long2</code>, or <code>long[]</code>. There are certain values
+ of <i>resultType</i> that cannot be represented by <i>javaResultType</i>.</li>
+</ul>
+
+<p><strong><i>javaFutureType</i></strong> is the future result type corresponding
+ to the <i>resultType</i> of the <a href="#outconverter-function">outconverter
+ function</a>.</p>
+<ul>
+<li>If <i>resultType</i> is not an array type, then <i>javaFutureType</i>
+ is <code>result_<i>resultType</i></code>.</li>
+<li>If <i>resultType</i> is an array of length <i>Count</i> with members of type <i>memberType</i>,
+ then <i>javaFutureType</i> is <code>resultArray<i>Count</i>_<i>memberType</i></code>.</li>
+</ul>
+
+<p>For example:</p>
+
+<pre>
+public class ScriptC_<i>filename</i> extends ScriptC {
+ // for kernels with int result
+ public static class result_int {
+ public int get() { &hellip; }
+ }
+
+ // for kernels with int[10] result
+ public static class resultArray10_int {
+ public int[] get() { &hellip; }
+ }
+
+ // for kernels with int2 result
+ // note that the Java type name "Int2" is not the same as the script type name "int2"
+ public static class result_int2 {
+ public Int2 get() { &hellip; }
+ }
+
+ // for kernels with int2[10] result
+ // note that the Java type name "Int2" is not the same as the script type name "int2"
+ public static class resultArray10_int2 {
+ public Int2[] get() { &hellip; }
+ }
+
+ // for kernels with uint result
+ // note that the Java type "long" is a wider signed type than the unsigned script type "uint"
+ public static class result_uint {
+ public long get() { &hellip; }
+ }
+
+ // for kernels with uint[10] result
+ // note that the Java type "long" is a wider signed type than the unsigned script type "uint"
+ public static class resultArray10_uint {
+ public long[] get() { &hellip; }
+ }
+
+ // for kernels with uint2 result
+ // note that the Java type "Long2" is a wider signed type than the unsigned script type "uint2"
+ public static class result_uint2 {
+ public Long2 get() { &hellip; }
+ }
+
+ // for kernels with uint2[10] result
+ // note that the Java type "Long2" is a wider signed type than the unsigned script type "uint2"
+ public static class resultArray10_uint2 {
+ public Long2[] get() { &hellip; }
+ }
+}
+</pre>
+
+<p>If <i>javaResultType</i> is an object type (including an array type), each call
+ to <code><i>javaFutureType</i>.get()</code> on the same instance will return the same
+ object.</p>
+
+<p>If <i>javaResultType</i> cannot represent all values of type <i>resultType</i>, and a
+ reduction kernel produces an unrepresentible value,
+ then <code><i>javaFutureType</i>.get()</code> throws an exception.</p>
+
+<h4 id="devec">Method 3 and <i>devecSiInXType</i></h4>
+
+<p><strong><i>devecSiInXType</i></strong> is the Java type corresponding to
+ the <i>inXType</i> of the corresponding argument of
+ the <a href="#accumulator-function">accumulator function</a>. Unless <i>inXType</i> is an
+ unsigned type or a vector type, <i>devecSiInXType</i> is the directly corresponding Java
+ type. If <i>inXType</i> is an unsigned scalar type, then <i>devecSiInXType</i> is the
+ Java type directly corresponding to the signed scalar type of the same
+ size. If <i>inXType</i> is a signed vector type, then <i>devecSiInXType</i> is the Java
+ type directly corresponding to the vector component type. If <i>inXType</i> is an unsigned
+ vector type, then <i>devecSiInXType</i> is the Java type directly corresponding to the
+ signed scalar type of the same size as the vector component type. For example:</p>
+<ul>
+<li>If <i>inXType</i> is <code>int</code>, then <i>devecSiInXType</i>
+ is <code>int</code>.</li>
+<li>If <i>inXType</i> is <code>int2</code>, then <i>devecSiInXType</i>
+ is <code>int</code>. The array is a <em>flattened</em> representation: It has twice as
+ many <em>scalar</em> Elements as the Allocation has 2-component <em>vector</em>
+ Elements. This is the same way that the <code>copyFrom()</code> methods of {@link
+ android.renderscript.Allocation} work.</li>
+<li>If <i>inXType</i> is <code>uint</code>, then <i>deviceSiInXType</i>
+ is <code>int</code>. A signed value in the Java array is interpreted as an unsigned value of
+ the same bitpattern in the Allocation. This is the same way that the <code>copyFrom()</code>
+ methods of {@link android.renderscript.Allocation} work.</li>
+<li>If <i>inXType</i> is <code>uint2</code>, then <i>deviceSiInXType</i>
+ is <code>int</code>. This is a combination of the way <code>int2</code> and <code>uint</code>
+ are handled: The array is a flattened representation, and Java array signed values are
+ interpreted as RenderScript unsigned Element values.</li>
+</ul>
+
+<p>Note that for <a href="#reduce-method-3">Method 3</a>, input types are handled differently
+than result types:</p>
+
+<ul>
+<li>A script's vector input is flattened on the Java side, whereas a script's vector result is not.</li>
+<li>A script's unsigned input is represented as a signed input of the same size on the Java
+ side, whereas a script's unsigned result is represented as a widened signed type on the Java
+ side (except in the case of <code>ulong</code>).</li>
+</ul>
+
+<h3 id="more-example">More example reduction kernels</h3>
+
+<pre id="dot-product">
+#pragma rs reduce(dotProduct) \
+ accumulator(dotProductAccum) combiner(dotProductSum)
+
+// Note: No initializer function -- therefore,
+// each accumulator data item is implicitly initialized to 0.0f.
+
+static void dotProductAccum(float *accum, float in1, float in2) {
+ *accum += in1*in2;
+}
+
+// combiner function
+static void dotProductSum(float *accum, const float *val) {
+ *accum += *val;
+}
+</pre>
+
+<pre>
+// Find a zero Element in a 2D allocation; return (-1, -1) if none
+#pragma rs reduce(fz2) \
+ initializer(fz2Init) \
+ accumulator(fz2Accum) combiner(fz2Combine)
+
+static void fz2Init(int2 *accum) { accum->x = accum->y = -1; }
+
+static void fz2Accum(int2 *accum,
+ int inVal,
+ int x /* special arg */,
+ int y /* special arg */) {
+ if (inVal==0) {
+ accum->x = x;
+ accum->y = y;
+ }
+}
+
+static void fz2Combine(int2 *accum, const int2 *accum2) {
+ if (accum2->x >= 0) *accum = *accum2;
+}
+</pre>
+
+<pre>
+// Note that this kernel returns an array to Java
+#pragma rs reduce(histogram) \
+ accumulator(hsgAccum) combiner(hsgCombine)
+
+#define BUCKETS 256
+typedef uint32_t Histogram[BUCKETS];
+
+// Note: No initializer function --
+// therefore, each bucket is implicitly initialized to 0.
+
+static void hsgAccum(Histogram *h, uchar in) { ++(*h)[in]; }
+
+static void hsgCombine(Histogram *accum,
+ const Histogram *addend) {
+ for (int i = 0; i < BUCKETS; ++i)
+ (*accum)[i] += (*addend)[i];
+}
+
+// Determines the mode (most frequently occurring value), and returns
+// the value and the frequency.
+//
+// If multiple values have the same highest frequency, returns the lowest
+// of those values.
+//
+// Shares functions with the histogram reduction kernel.
+#pragma rs reduce(mode) \
+ accumulator(hsgAccum) combiner(hsgCombine) \
+ outconverter(modeOutConvert)
+
+static void modeOutConvert(int2 *result, const Histogram *h) {
+ uint32_t mode = 0;
+ for (int i = 1; i < BUCKETS; ++i)
+ if ((*h)[i] > (*h)[mode]) mode = i;
+ result->x = mode;
+ result->y = (*h)[mode];
+}
+</pre>