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author Brian Osman <brianosman@google.com> 2022-06-29 20:34:19 +0000
committer Andrew Solovay <asolovay@google.com> 2022-09-07 22:56:42 +0000
commit640927e292d812fc8a08325ecea62c04245824cd (patch)
tree99efd52ba2ffcee220b5793028b8fa5d0d0d8317
parent43ac96176d10e1646e751939e288af7085f63f5f (diff)
Fix example AGSL code in the javadoc comments
Need to land this fix in tm-dev for it to show up in the published reference docs. Bug: 237562620 Test: [go/atsd docs build] Change-Id: I5f562b70d04bc86779190002a2640fb51dc00531 (cherry picked from commit 0547bffe400ecc877e22701d6bd7f6af33c29b4d)
-rw-r--r--graphics/java/android/graphics/RuntimeShader.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/graphics/java/android/graphics/RuntimeShader.java b/graphics/java/android/graphics/RuntimeShader.java
index 6abe34b1d675..9c36fc36474c 100644
--- a/graphics/java/android/graphics/RuntimeShader.java
+++ b/graphics/java/android/graphics/RuntimeShader.java
@@ -214,7 +214,7 @@ import libcore.util.NativeAllocationRegistry;
* uniform shader myShader;
* vec4 main(vec2 canvas_coordinates) {
* // swap the red and blue color channels when sampling from myShader
- * return myShader.sample(canvas_coordinates).bgra;
+ * return myShader.eval(canvas_coordinates).bgra;
* }</pre>
*
* <p>After creating a {@link RuntimeShader} with that program the shader uniform can