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author Brian Osman <brianosman@google.com> 2023-09-25 20:17:11 +0000
committer Brian Osman <brianosman@google.com> 2023-09-25 20:17:14 +0000
commit9894454f57e6e0a98754ef2f2be6406fa7db90ca (patch)
tree9f565b91cba07baebbc817ad615662ed04c52002 /graphics/java/android
parentd41ec971e53d4beb4de86dbcb2d37bbc75820bda (diff)
Fix "fancy" characters in RuntimeShader Javadoc comments
Change-Id: I3ab2ce64ee7dae627f27dc1096cf0feb2346b80b
Diffstat (limited to 'graphics/java/android')
-rw-r--r--graphics/java/android/graphics/RuntimeShader.java16
1 files changed, 8 insertions, 8 deletions
diff --git a/graphics/java/android/graphics/RuntimeShader.java b/graphics/java/android/graphics/RuntimeShader.java
index 3e6457919031..78d257f86613 100644
--- a/graphics/java/android/graphics/RuntimeShader.java
+++ b/graphics/java/android/graphics/RuntimeShader.java
@@ -49,11 +49,11 @@ import libcore.util.NativeAllocationRegistry;
* possible antialiasing logic for border pixels).</li>
* <li>Logic for the {@link Shader}, {@link ColorFilter}, and {@link BlendMode} on the
* {@link Paint}.</li>
- * <li>Color space conversion code, as part of Android’s color management.</li>
+ * <li>Color space conversion code, as part of Android's color management.</li>
* </ul>
*
* <p>A {@link RuntimeShader}, like other {@link Shader} types, effectively contributes a function
- * to the GPU’s fragment shader.</p>
+ * to the GPU's fragment shader.</p>
*
* <h3>AGSL Shader Execution</h3>
* <p>Just like a GLSL shader, an AGSL shader begins execution in a main function. Unlike GLSL, the
@@ -78,10 +78,10 @@ import libcore.util.NativeAllocationRegistry;
* {@link ColorSpace} for an AGSL shader is defined to be the color space of the destination, which
* in most cases is determined by {@link Window#setColorMode(int)}.</p>
*
- * <p>When authoring an AGSL shader, you won’t know what the working color space is. For many
+ * <p>When authoring an AGSL shader, you won't know what the working color space is. For many
* effects, this is fine because by default color inputs are automatically converted into the
* working color space. For certain effects, it may be important to do some math in a fixed, known
- * color space. A common example is lighting – to get physically accurate lighting, math should be
+ * color space. A common example is lighting - to get physically accurate lighting, math should be
* done in a linear color space. To help with this, AGSL provides two intrinsic functions that
* convert colors between the working color space and the
* {@link ColorSpace.Named#LINEAR_EXTENDED_SRGB} color space:
@@ -93,7 +93,7 @@ import libcore.util.NativeAllocationRegistry;
* <h3>AGSL and Premultiplied Alpha</h3>
* <p>When dealing with transparent colors, there are two (common) possible representations:
* straight (unassociated) alpha and premultiplied (associated) alpha. In ASGL the color returned
- * by the main function is expected to be premultiplied. AGSL’s use of premultiplied alpha
+ * by the main function is expected to be premultiplied. AGSL's use of premultiplied alpha
* implies:
* </p>
*
@@ -101,7 +101,7 @@ import libcore.util.NativeAllocationRegistry;
* <li>If your AGSL shader will return transparent colors, be sure to multiply the RGB by A. The
* resulting color should be [R*A, G*A, B*A, A], not [R, G, B, A].</li>
* <li>For more complex shaders, you must understand which of your colors are premultiplied vs.
- * straight. Many operations don’t make sense if you mix both kinds of color together.</li>
+ * straight. Many operations don't make sense if you mix both kinds of color together.</li>
* </ul>
*
* <h3>Uniforms</h3>
@@ -224,7 +224,7 @@ import libcore.util.NativeAllocationRegistry;
* shader uniform is undefined if it is declared in the AGSL shader but not initialized.</p>
*
* <p>Although most {@link BitmapShader}s contain colors that should be color managed, some contain
- * data that isn’t actually colors. This includes bitmaps storing normals, material properties
+ * data that isn't actually colors. This includes bitmaps storing normals, material properties
* (e.g. roughness), heightmaps, or any other purely mathematical data that happens to be stored in
* a bitmap. When using these kinds of shaders in AGSL, you probably want to initialize them with
* {@link #setInputBuffer(String, BitmapShader)}. Shaders initialized this way work much like
@@ -237,7 +237,7 @@ import libcore.util.NativeAllocationRegistry;
*
* <p>In addition, when sampling from a {@link BitmapShader} be aware that the shader does not use
* normalized coordinates (like a texture in GLSL). It uses (0, 0) in the upper-left corner, and
- * (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you’re
+ * (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you're
* evaluating the shader with coordinates based on the ones passed to your AGSL program, the scale
* is correct. However, if you want to adjust those coordinates (to do some kind of re-mapping of
* the bitmap), remember that the coordinates are local to the canvas.</p>