Remove all public mention of RS graphics from docs.

Change-Id: I50b29c89ae80ba3ae7b12dc60fee8585e17ed560
diff --git a/api/current.txt b/api/current.txt
index 2e28d7b..c3a614a 100644
--- a/api/current.txt
+++ b/api/current.txt
@@ -19672,29 +19672,6 @@
     method public void skip(int);
   }
 
-  public deprecated class FileA3D extends android.renderscript.BaseObj {
-    method public static deprecated android.renderscript.FileA3D createFromAsset(android.renderscript.RenderScript, android.content.res.AssetManager, java.lang.String);
-    method public static deprecated android.renderscript.FileA3D createFromFile(android.renderscript.RenderScript, java.lang.String);
-    method public static deprecated android.renderscript.FileA3D createFromFile(android.renderscript.RenderScript, java.io.File);
-    method public static deprecated android.renderscript.FileA3D createFromResource(android.renderscript.RenderScript, android.content.res.Resources, int);
-    method public deprecated android.renderscript.FileA3D.IndexEntry getIndexEntry(int);
-    method public deprecated int getIndexEntryCount();
-  }
-
-  public static final deprecated class FileA3D.EntryType extends java.lang.Enum {
-    method public static android.renderscript.FileA3D.EntryType valueOf(java.lang.String);
-    method public static final android.renderscript.FileA3D.EntryType[] values();
-    enum_constant public static final deprecated android.renderscript.FileA3D.EntryType MESH;
-    enum_constant public static final deprecated android.renderscript.FileA3D.EntryType UNKNOWN;
-  }
-
-  public static deprecated class FileA3D.IndexEntry {
-    method public deprecated android.renderscript.FileA3D.EntryType getEntryType();
-    method public deprecated android.renderscript.Mesh getMesh();
-    method public deprecated java.lang.String getName();
-    method public deprecated android.renderscript.BaseObj getObject();
-  }
-
   public class Float2 {
     ctor public Float2();
     ctor public Float2(float, float);
@@ -19719,23 +19696,6 @@
     field public float z;
   }
 
-  public deprecated class Font extends android.renderscript.BaseObj {
-    method public static deprecated android.renderscript.Font create(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, android.renderscript.Font.Style, float);
-    method public static deprecated android.renderscript.Font createFromAsset(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, float);
-    method public static deprecated android.renderscript.Font createFromFile(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, float);
-    method public static deprecated android.renderscript.Font createFromFile(android.renderscript.RenderScript, android.content.res.Resources, java.io.File, float);
-    method public static deprecated android.renderscript.Font createFromResource(android.renderscript.RenderScript, android.content.res.Resources, int, float);
-  }
-
-  public static final deprecated class Font.Style extends java.lang.Enum {
-    method public static android.renderscript.Font.Style valueOf(java.lang.String);
-    method public static final android.renderscript.Font.Style[] values();
-    enum_constant public static final deprecated android.renderscript.Font.Style BOLD;
-    enum_constant public static final deprecated android.renderscript.Font.Style BOLD_ITALIC;
-    enum_constant public static final deprecated android.renderscript.Font.Style ITALIC;
-    enum_constant public static final deprecated android.renderscript.Font.Style NORMAL;
-  }
-
   public class Int2 {
     ctor public Int2();
     ctor public Int2(int, int);
@@ -19850,245 +19810,6 @@
     method public void transpose();
   }
 
-  public deprecated class Mesh extends android.renderscript.BaseObj {
-    method public deprecated android.renderscript.Allocation getIndexSetAllocation(int);
-    method public deprecated android.renderscript.Mesh.Primitive getPrimitive(int);
-    method public deprecated int getPrimitiveCount();
-    method public deprecated android.renderscript.Allocation getVertexAllocation(int);
-    method public deprecated int getVertexAllocationCount();
-  }
-
-  public static deprecated class Mesh.AllocationBuilder {
-    ctor public deprecated Mesh.AllocationBuilder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.Mesh.AllocationBuilder addIndexSetAllocation(android.renderscript.Allocation, android.renderscript.Mesh.Primitive);
-    method public deprecated android.renderscript.Mesh.AllocationBuilder addIndexSetType(android.renderscript.Mesh.Primitive);
-    method public deprecated android.renderscript.Mesh.AllocationBuilder addVertexAllocation(android.renderscript.Allocation) throws java.lang.IllegalStateException;
-    method public deprecated android.renderscript.Mesh create();
-    method public deprecated int getCurrentIndexSetIndex();
-    method public deprecated int getCurrentVertexTypeIndex();
-  }
-
-  public static deprecated class Mesh.Builder {
-    ctor public deprecated Mesh.Builder(android.renderscript.RenderScript, int);
-    method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Type, android.renderscript.Mesh.Primitive);
-    method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Mesh.Primitive);
-    method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Element, int, android.renderscript.Mesh.Primitive);
-    method public deprecated android.renderscript.Mesh.Builder addVertexType(android.renderscript.Type) throws java.lang.IllegalStateException;
-    method public deprecated android.renderscript.Mesh.Builder addVertexType(android.renderscript.Element, int) throws java.lang.IllegalStateException;
-    method public deprecated android.renderscript.Mesh create();
-    method public deprecated int getCurrentIndexSetIndex();
-    method public deprecated int getCurrentVertexTypeIndex();
-  }
-
-  public static final deprecated class Mesh.Primitive extends java.lang.Enum {
-    method public static android.renderscript.Mesh.Primitive valueOf(java.lang.String);
-    method public static final android.renderscript.Mesh.Primitive[] values();
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive LINE;
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive LINE_STRIP;
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive POINT;
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE;
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE_FAN;
-    enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE_STRIP;
-  }
-
-  public static deprecated class Mesh.TriangleMeshBuilder {
-    ctor public deprecated Mesh.TriangleMeshBuilder(android.renderscript.RenderScript, int, int);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addTriangle(int, int, int);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addVertex(float, float);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addVertex(float, float, float);
-    method public deprecated android.renderscript.Mesh create(boolean);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setColor(float, float, float, float);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setNormal(float, float, float);
-    method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setTexture(float, float);
-    field public static final deprecated int COLOR = 1; // 0x1
-    field public static final deprecated int NORMAL = 2; // 0x2
-    field public static final deprecated int TEXTURE_0 = 256; // 0x100
-  }
-
-  public class Program extends android.renderscript.BaseObj {
-    method public void bindConstants(android.renderscript.Allocation, int);
-    method public void bindSampler(android.renderscript.Sampler, int) throws java.lang.IllegalArgumentException;
-    method public void bindTexture(android.renderscript.Allocation, int) throws java.lang.IllegalArgumentException;
-    method public android.renderscript.Type getConstant(int);
-    method public int getConstantCount();
-    method public int getTextureCount();
-    method public java.lang.String getTextureName(int);
-    method public android.renderscript.Program.TextureType getTextureType(int);
-  }
-
-  public static class Program.BaseProgramBuilder {
-    ctor protected Program.BaseProgramBuilder(android.renderscript.RenderScript);
-    method public android.renderscript.Program.BaseProgramBuilder addConstant(android.renderscript.Type) throws java.lang.IllegalStateException;
-    method public android.renderscript.Program.BaseProgramBuilder addTexture(android.renderscript.Program.TextureType) throws java.lang.IllegalArgumentException;
-    method public android.renderscript.Program.BaseProgramBuilder addTexture(android.renderscript.Program.TextureType, java.lang.String) throws java.lang.IllegalArgumentException;
-    method public int getCurrentConstantIndex();
-    method public int getCurrentTextureIndex();
-    method protected void initProgram(android.renderscript.Program);
-    method public android.renderscript.Program.BaseProgramBuilder setShader(java.lang.String);
-    method public android.renderscript.Program.BaseProgramBuilder setShader(android.content.res.Resources, int);
-  }
-
-  public static final class Program.TextureType extends java.lang.Enum {
-    method public static android.renderscript.Program.TextureType valueOf(java.lang.String);
-    method public static final android.renderscript.Program.TextureType[] values();
-    enum_constant public static final android.renderscript.Program.TextureType TEXTURE_2D;
-    enum_constant public static final android.renderscript.Program.TextureType TEXTURE_CUBE;
-  }
-
-  public deprecated class ProgramFragment extends android.renderscript.Program {
-  }
-
-  public static deprecated class ProgramFragment.Builder extends android.renderscript.Program.BaseProgramBuilder {
-    ctor public deprecated ProgramFragment.Builder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramFragment create();
-  }
-
-  public deprecated class ProgramFragmentFixedFunction extends android.renderscript.ProgramFragment {
-  }
-
-  public static deprecated class ProgramFragmentFixedFunction.Builder {
-    ctor public deprecated ProgramFragmentFixedFunction.Builder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramFragmentFixedFunction create();
-    method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setPointSpriteTexCoordinateReplacement(boolean);
-    method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setTexture(android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode, android.renderscript.ProgramFragmentFixedFunction.Builder.Format, int) throws java.lang.IllegalArgumentException;
-    method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setVaryingColor(boolean);
-    field public static final deprecated int MAX_TEXTURE = 2; // 0x2
-  }
-
-  public static final deprecated class ProgramFragmentFixedFunction.Builder.EnvMode extends java.lang.Enum {
-    method public static android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode[] values();
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode DECAL;
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode MODULATE;
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode REPLACE;
-  }
-
-  public static final deprecated class ProgramFragmentFixedFunction.Builder.Format extends java.lang.Enum {
-    method public static android.renderscript.ProgramFragmentFixedFunction.Builder.Format valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramFragmentFixedFunction.Builder.Format[] values();
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format ALPHA;
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format LUMINANCE_ALPHA;
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format RGB;
-    enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format RGBA;
-  }
-
-  public deprecated class ProgramRaster extends android.renderscript.BaseObj {
-    method public static deprecated android.renderscript.ProgramRaster CULL_BACK(android.renderscript.RenderScript);
-    method public static deprecated android.renderscript.ProgramRaster CULL_FRONT(android.renderscript.RenderScript);
-    method public static deprecated android.renderscript.ProgramRaster CULL_NONE(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramRaster.CullMode getCullMode();
-    method public deprecated boolean isPointSpriteEnabled();
-  }
-
-  public static deprecated class ProgramRaster.Builder {
-    ctor public deprecated ProgramRaster.Builder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramRaster create();
-    method public deprecated android.renderscript.ProgramRaster.Builder setCullMode(android.renderscript.ProgramRaster.CullMode);
-    method public deprecated android.renderscript.ProgramRaster.Builder setPointSpriteEnabled(boolean);
-  }
-
-  public static final deprecated class ProgramRaster.CullMode extends java.lang.Enum {
-    method public static android.renderscript.ProgramRaster.CullMode valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramRaster.CullMode[] values();
-    enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode BACK;
-    enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode FRONT;
-    enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode NONE;
-  }
-
-  public class ProgramStore extends android.renderscript.BaseObj {
-    method public static android.renderscript.ProgramStore BLEND_ALPHA_DEPTH_NONE(android.renderscript.RenderScript);
-    method public static android.renderscript.ProgramStore BLEND_ALPHA_DEPTH_TEST(android.renderscript.RenderScript);
-    method public static android.renderscript.ProgramStore BLEND_NONE_DEPTH_NONE(android.renderscript.RenderScript);
-    method public static android.renderscript.ProgramStore BLEND_NONE_DEPTH_TEST(android.renderscript.RenderScript);
-    method public android.renderscript.ProgramStore.BlendDstFunc getBlendDstFunc();
-    method public android.renderscript.ProgramStore.BlendSrcFunc getBlendSrcFunc();
-    method public android.renderscript.ProgramStore.DepthFunc getDepthFunc();
-    method public boolean isColorMaskAlphaEnabled();
-    method public boolean isColorMaskBlueEnabled();
-    method public boolean isColorMaskGreenEnabled();
-    method public boolean isColorMaskRedEnabled();
-    method public boolean isDepthMaskEnabled();
-    method public boolean isDitherEnabled();
-  }
-
-  public static final class ProgramStore.BlendDstFunc extends java.lang.Enum {
-    method public static android.renderscript.ProgramStore.BlendDstFunc valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramStore.BlendDstFunc[] values();
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc DST_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_DST_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_SRC_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_SRC_COLOR;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc SRC_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc SRC_COLOR;
-    enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ZERO;
-  }
-
-  public static final class ProgramStore.BlendSrcFunc extends java.lang.Enum {
-    method public static android.renderscript.ProgramStore.BlendSrcFunc valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramStore.BlendSrcFunc[] values();
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc DST_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc DST_COLOR;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_DST_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_DST_COLOR;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_SRC_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc SRC_ALPHA;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc SRC_ALPHA_SATURATE;
-    enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ZERO;
-  }
-
-  public static class ProgramStore.Builder {
-    ctor public ProgramStore.Builder(android.renderscript.RenderScript);
-    method public android.renderscript.ProgramStore create();
-    method public android.renderscript.ProgramStore.Builder setBlendFunc(android.renderscript.ProgramStore.BlendSrcFunc, android.renderscript.ProgramStore.BlendDstFunc);
-    method public android.renderscript.ProgramStore.Builder setColorMaskEnabled(boolean, boolean, boolean, boolean);
-    method public android.renderscript.ProgramStore.Builder setDepthFunc(android.renderscript.ProgramStore.DepthFunc);
-    method public android.renderscript.ProgramStore.Builder setDepthMaskEnabled(boolean);
-    method public android.renderscript.ProgramStore.Builder setDitherEnabled(boolean);
-  }
-
-  public static final class ProgramStore.DepthFunc extends java.lang.Enum {
-    method public static android.renderscript.ProgramStore.DepthFunc valueOf(java.lang.String);
-    method public static final android.renderscript.ProgramStore.DepthFunc[] values();
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc ALWAYS;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc EQUAL;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc GREATER;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc GREATER_OR_EQUAL;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc LESS;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc LESS_OR_EQUAL;
-    enum_constant public static final android.renderscript.ProgramStore.DepthFunc NOT_EQUAL;
-  }
-
-  public deprecated class ProgramVertex extends android.renderscript.Program {
-    method public deprecated android.renderscript.Element getInput(int);
-    method public deprecated int getInputCount();
-  }
-
-  public static deprecated class ProgramVertex.Builder extends android.renderscript.Program.BaseProgramBuilder {
-    ctor public deprecated ProgramVertex.Builder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramVertex.Builder addInput(android.renderscript.Element) throws java.lang.IllegalStateException;
-    method public deprecated android.renderscript.ProgramVertex create();
-  }
-
-  public deprecated class ProgramVertexFixedFunction extends android.renderscript.ProgramVertex {
-    method public deprecated void bindConstants(android.renderscript.ProgramVertexFixedFunction.Constants);
-  }
-
-  public static deprecated class ProgramVertexFixedFunction.Builder {
-    ctor public deprecated ProgramVertexFixedFunction.Builder(android.renderscript.RenderScript);
-    method public deprecated android.renderscript.ProgramVertexFixedFunction create();
-    method public deprecated android.renderscript.ProgramVertexFixedFunction.Builder setTextureMatrixEnable(boolean);
-  }
-
-  public static deprecated class ProgramVertexFixedFunction.Constants {
-    ctor public deprecated ProgramVertexFixedFunction.Constants(android.renderscript.RenderScript);
-    method public deprecated void destroy();
-    method public deprecated void setModelview(android.renderscript.Matrix4f);
-    method public deprecated void setProjection(android.renderscript.Matrix4f);
-    method public deprecated void setTexture(android.renderscript.Matrix4f);
-  }
-
   public class RSDriverException extends android.renderscript.RSRuntimeException {
     ctor public RSDriverException(java.lang.String);
   }
@@ -20105,35 +19826,6 @@
     ctor public RSRuntimeException(java.lang.String);
   }
 
-  public deprecated class RSSurfaceView extends android.view.SurfaceView implements android.view.SurfaceHolder.Callback {
-    ctor public deprecated RSSurfaceView(android.content.Context);
-    ctor public deprecated RSSurfaceView(android.content.Context, android.util.AttributeSet);
-    method public deprecated android.renderscript.RenderScriptGL createRenderScriptGL(android.renderscript.RenderScriptGL.SurfaceConfig);
-    method public deprecated void destroyRenderScriptGL();
-    method public deprecated android.renderscript.RenderScriptGL getRenderScriptGL();
-    method public deprecated void pause();
-    method public deprecated void resume();
-    method public deprecated void setRenderScriptGL(android.renderscript.RenderScriptGL);
-    method public deprecated void surfaceChanged(android.view.SurfaceHolder, int, int, int);
-    method public deprecated void surfaceCreated(android.view.SurfaceHolder);
-    method public deprecated void surfaceDestroyed(android.view.SurfaceHolder);
-  }
-
-  public deprecated class RSTextureView extends android.view.TextureView implements android.view.TextureView.SurfaceTextureListener {
-    ctor public deprecated RSTextureView(android.content.Context);
-    ctor public deprecated RSTextureView(android.content.Context, android.util.AttributeSet);
-    method public deprecated android.renderscript.RenderScriptGL createRenderScriptGL(android.renderscript.RenderScriptGL.SurfaceConfig);
-    method public deprecated void destroyRenderScriptGL();
-    method public deprecated android.renderscript.RenderScriptGL getRenderScriptGL();
-    method public deprecated void onSurfaceTextureAvailable(android.graphics.SurfaceTexture, int, int);
-    method public deprecated boolean onSurfaceTextureDestroyed(android.graphics.SurfaceTexture);
-    method public deprecated void onSurfaceTextureSizeChanged(android.graphics.SurfaceTexture, int, int);
-    method public deprecated void onSurfaceTextureUpdated(android.graphics.SurfaceTexture);
-    method public deprecated void pause();
-    method public deprecated void resume();
-    method public deprecated void setRenderScriptGL(android.renderscript.RenderScriptGL);
-  }
-
   public class RenderScript {
     method public void contextDump();
     method public static android.renderscript.RenderScript create(android.content.Context);
@@ -20177,30 +19869,6 @@
     field protected int mLength;
   }
 
-  public deprecated class RenderScriptGL extends android.renderscript.RenderScript {
-    ctor public deprecated RenderScriptGL(android.content.Context, android.renderscript.RenderScriptGL.SurfaceConfig);
-    method public deprecated void bindProgramFragment(android.renderscript.ProgramFragment);
-    method public deprecated void bindProgramRaster(android.renderscript.ProgramRaster);
-    method public deprecated void bindProgramStore(android.renderscript.ProgramStore);
-    method public deprecated void bindProgramVertex(android.renderscript.ProgramVertex);
-    method public deprecated void bindRootScript(android.renderscript.Script);
-    method public deprecated int getHeight();
-    method public deprecated int getWidth();
-    method public deprecated void pause();
-    method public deprecated void resume();
-    method public deprecated void setSurface(android.view.SurfaceHolder, int, int);
-    method public deprecated void setSurfaceTexture(android.graphics.SurfaceTexture, int, int);
-  }
-
-  public static deprecated class RenderScriptGL.SurfaceConfig {
-    ctor public deprecated RenderScriptGL.SurfaceConfig();
-    ctor public deprecated RenderScriptGL.SurfaceConfig(android.renderscript.RenderScriptGL.SurfaceConfig);
-    method public deprecated void setAlpha(int, int);
-    method public deprecated void setColor(int, int);
-    method public deprecated void setDepth(int, int);
-    method public deprecated void setSamples(int, int, float);
-  }
-
   public class Sampler extends android.renderscript.BaseObj {
     method public static android.renderscript.Sampler CLAMP_LINEAR(android.renderscript.RenderScript);
     method public static android.renderscript.Sampler CLAMP_LINEAR_MIP_LINEAR(android.renderscript.RenderScript);
diff --git a/docs/html/about/versions/android-4.0.jd b/docs/html/about/versions/android-4.0.jd
index f2fd0c4..868227a 100644
--- a/docs/html/about/versions/android-4.0.jd
+++ b/docs/html/about/versions/android-4.0.jd
@@ -122,7 +122,7 @@
 receiving the app uses it to invite the specified contact to that
 social network. Most apps will be on the receiving-end of this operation. For example, the
 built-in People app invokes the invite intent when the user selects "Add connection" for a specific
-social app that's listed in a person's contact details.</p> 
+social app that's listed in a person's contact details.</p>
 
 <p>To make your app visible as in the "Add connection" list, your app must provide a sync adapter to
 sync contact information from your social network. You must then indicate to the system that your
@@ -327,7 +327,7 @@
 function). You may provide multiple mipmap levels. If the output texture has not been bound to a
 texture image, it will be automatically bound by the effect as a {@link
 android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same
-size as the input.</p> 
+size as the input.</p>
 
 <p>All effects listed in {@link android.media.effect.EffectFactory} are guaranteed to be supported.
 However, some additional effects available from external libraries are not supported by all devices,
@@ -452,7 +452,7 @@
 value is greater than zero. Also, some devices may not support identification of eyes and mouth,
 in which case, those fields in the {@link android.hardware.Camera.Face} object will be null.</p>
 
-  
+
 <h4>Focus and metering areas</h4>
 
 <p>Camera apps can now control the areas that the camera uses for focus and for metering white
@@ -495,7 +495,7 @@
 
 <h4>Other camera features</h4>
 
-<ul>  
+<ul>
 <li>While recording video, you can now call {@link android.hardware.Camera#takePicture
 takePicture()} to save a photo without interrupting the video session. Before doing so, you should
 call {@link android.hardware.Camera.Parameters#isVideoSnapshotSupported} to be sure the hardware
@@ -775,7 +775,7 @@
   <li>When invoked, the {@link
 android.view.View#sendAccessibilityEvent sendAccessibilityEvent()} and {@link
 android.view.View#sendAccessibilityEventUnchecked sendAccessibilityEventUnchecked()} methods defer
-to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}. 
+to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
   <p>Custom implementations of {@link android.view.View} might want to implement {@link
 android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()} to
 attach additional accessibility information to the {@link
@@ -1022,46 +1022,6 @@
 
 
 
-<h3 id="RenderScript">RenderScript</h3>
-
-<p>Three major features have been added to RenderScript:</p>
-
-<ul>
-  <li>Off-screen rendering to a framebuffer object</li>
-  <li>Rendering inside a view</li>
-  <li>RS for each from the framework APIs</li>
-</ul>
-
-<p>The {@link android.renderscript.Allocation} class now supports a {@link
-android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} memory space, which allows you to
-render things directly into the {@link android.renderscript.Allocation} and use it as a framebuffer
-object.</p>
-
-<p>{@link android.renderscript.RSTextureView} provides a means to display RenderScript graphics
-inside of a {@link android.view.View},  unlike {@link android.renderscript.RSSurfaceView}, which
-creates a separate window. This key difference allows you to do things such as move, transform, or
-animate an {@link android.renderscript.RSTextureView} as well as draw RenderScript graphics inside
-a view that lies within an activity layout.</p>
-
-<p>The {@link android.renderscript.Script#forEach Script.forEach()} method allows you to call
-RenderScript compute scripts from the VM level and have them automatically delegated to available
-cores on the device. You do not use this method directly, but any compute RenderScript that you
-write will have a {@link android.renderscript.Script#forEach forEach()}  method that you can call in
-the reflected RenderScript class. You can call the reflected {@link
-android.renderscript.Script#forEach forEach()} method by passing in an input {@link
-android.renderscript.Allocation} to process, an output {@link android.renderscript.Allocation} to
-write the result to, and a {@link android.renderscript.FieldPacker} data structure in case the
-RenderScript needs more information. Only one of the {@link android.renderscript.Allocation}s is
-necessary and the data structure is optional.</p>
-
-
-
-
-
-
-
-
-
 <h3 id="Enterprise">Enterprise</h3>
 
 <p>Android 4.0 expands the capabilities for enterprise application with the following features.</p>
@@ -1758,7 +1718,7 @@
 notes for more information.</li>
     </ul>
   </dd>
-  
+
   <dt><a href="android-3.1.html">Android 3.1</a></dt>
   <dd>
     <ul>
@@ -1781,7 +1741,7 @@
 notes for many more new APIs.</li>
     </ul>
   </dd>
-  
+
   <dt><a href="android-3.2.html">Android 3.2</a></dt>
   <dd>
     <ul>
diff --git a/docs/html/guide/topics/graphics/renderscript/graphics.jd b/docs/html/guide/topics/graphics/renderscript/graphics.jd
deleted file mode 100644
index 58676ea..0000000
--- a/docs/html/guide/topics/graphics/renderscript/graphics.jd
+++ /dev/null
@@ -1,994 +0,0 @@
-page.title=Graphics
-parent.title=Renderscript
-parent.link=index.html
-
-@jd:body
-
-  <div id="qv-wrapper">
-    <div id="qv">
-      <h2>In this document</h2>
-
-      <ol>
-        <li>
-          <a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
-          <ol>
-            <li><a href="#creating-native">Creating the Renderscript file</a></li>
-            <li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
-            <li><a href="#creating-view">Creating the view class</a></li>
-            <li><a href="#creating-activity">Creating the activity class</a></li>
-          </ol>
-        </li>
-        <li>
-          <a href="#drawing">Drawing</a>
-          <ol>
-            <li><a href="#drawing-rsg">Simple drawing</a></li>
-            <li><a href="#drawing-mesh">Drawing with a mesh</a></li>
-          </ol>
-        </li>
-        <li>
-          <a href="#shaders">Shaders</a>
-          <ol>
-            <li><a href="#shader-bindings">Shader bindings</a></li>
-            <li><a href="#shader-sampler">Defining a sampler</a></li>
-          </ol>
-        </li>
-        <li>
-          <a href="#fbo">Rendering to a Framebuffer Object</a>
-        </li>
-      </ol>
-
-      <h2>Related Samples</h2>
-
-      <ol>
-        <li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li>
-
-        <li><a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a></li>
-
-        <li><a href="{@docRoot}resources/samples/RenderScript/FountainFbo/index.html">FountainFbo</a></li>        
-
-        <li><a href="{@docRoot}resources/samples/RenderScript/HelloWorld/index.html">Hello
-World</a></li>
-
-        <li><a
-href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samples</a></li>
-      </ol>
-    </div>
-  </div>
-
-  <p>Renderscript provides a number of graphics APIs for rendering, both at the Android
-  framework level as well as at the Renderscript runtime level. For instance, the Android framework APIs let you
-  create meshes and define shaders to customize the graphical rendering pipeline. The native
-  Renderscript graphics APIs let you draw the actual meshes to render your scene. You need to
-  be familiar with both APIs to appropriately render graphics on an Android-powered device.</p>
-
-  <h2 id="creating-graphics-rs">Creating a Graphics Renderscript</h2>
-
-  <p>Renderscript applications require various layers of code, so it is useful to create the following
-  files to help keep your application organized:</p>
-
-  <dl>
-    <dt>The Renderscript <code>.rs</code> file</dt>
-
-    <dd>This file contains the logic to do the graphics rendering.</dd>
-
-    <dt>The Renderscript entry point <code>.java</code> class</dt>
-
-    <dd>This class allows the view class to interact with the code defined in the <code>.rs</code>
-    file. This class contains a Renderscript object (instance of
-    <code>ScriptC_<em>renderscript_file</em></code>), which allows your Android framework code to
-    call the Renderscript code. In general, this class does much of the setup for Renderscript
-    such as shader and mesh building and memory allocation and binding. The SDK samples follow the
-    convention of naming this file ActivityRS.java,
-    where Activity is the name of your main activity class.</dd>
-
-    <dt>The view <code>.java</code> class</dt>
-
-    <dd>This class extends {@link android.renderscript.RSSurfaceView} or {@link
-    android.renderscript.RSTextureView} to provide a surface to render on. A {@link
-    android.renderscript.RSSurfaceView} consumes a whole window, but a {@link
-    android.renderscript.RSTextureView} allows you to draw Renderscript graphics inside of a
-    view and add it to a {@link android.view.ViewGroup} alongside
-    other views. In this class, you create a {@link android.renderscript.RenderScriptGL} context object
-    with a call to {@link android.renderscript.RSSurfaceView#createRenderScriptGL
-    RSSurfaceView.createRenderscriptGL()} or {@link android.renderscript.RSTextureView#createRenderScriptGL
-    RSTextureView.createRenderscriptGL()}. The {@link android.renderscript.RenderScriptGL} context object
-    contains information about the current rendering state of Renderscript such as the vertex and
-    fragment shaders. You pass this context object to the Renderscript entry point class, so that
-    class can modify the rendering context if needed and bind the Renderscript code to the context. Once bound,
-    the view class can use the Renderscript code to display graphics.
-    The view class should also implement callbacks for events inherited from {@link
-    android.view.View}, such as {@link android.view.View#onTouchEvent onTouchEvent()} and {@link
-    android.view.View#onKeyDown onKeyDown()} if you want to detect these types of user interactions.
-    The SDK samples follow the convention of naming this file ActivityView.java,
-    where Activity is the name of your main activity class</dd>
-
-    <dt>The activity <code>.java</code> class</dt>
-
-    <dd>This class is the main activity class and sets your {@link android.renderscript.RSSurfaceView} as the main content
-    view for this activity or uses the {@link android.renderscript.RSTextureView} alongside other views.</dd>
-  </dl>
-  <p>Figure 1 describes how these classes interact with one another in a graphics Renderscript:</p>
-  
-  <img src="{@docRoot}images/rs_graphics.png">
-  <p class="img-caption"><strong>Figure 1.</strong> Graphics Renderscript overview</p>
-
-
-  <p>The following sections describe how to create an application that uses a graphics Renderscript by using
-  the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Renderscript Fountain
-  sample</a> that is provided in the SDK as a guide (some code has been modified from its original
-  form for simplicity).</p>
-
-  <h3 id="creating-native">Creating the Renderscript file</h3>
-
-  <p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> (headers) files in the
-  <code>&lt;project_root&gt;/src/</code> directory. This code contains the logic to render your
-  graphics and declares all other necessary items such as variables, structs,
-  and pointers. Every graphics <code>.rs</code> file generally contains the following items:</p>
-
-  <ul>
-    <li>A pragma declaration (<code>#pragma rs java_package_name(<em>package.name</em>)</code>) that declares
-    the package name of the <code>.java</code> reflection of this Renderscript.</li>
-
-    <li>A pragma declaration (<code>#pragma version(1)</code>) that declares the version of Renderscript that
-    you are using (1 is the only value for now).</li>
-
-    <li>A <code>#include "rs_graphics.rsh"</code> declaration.</li>
-
-    <li>A <code>root()</code> function. This is the main worker function for your Renderscript and
-    calls Renderscript graphics functions to render scenes. This function is called every time a
-    frame refresh occurs, which is specified as its return value. A <code>0</code> (zero) specified for
-    the return value says to only render the frame when a property of the scene that you are
-    rendering changes. A non-zero positive integer specifies the refresh rate of the frame in
-    milliseconds.
-
-      <p class="note"><strong>Note:</strong> The Renderscript runtime makes its best effort to
-      refresh the frame at the specified rate. For example, if you are creating a live wallpaper
-      and set the return value to 20, the Renderscript runtime renders the wallpaper at 50fps if it has just
-      enough or more resources to do so. It renders as fast as it can if not enough resources
-      are available.</p>
-
-      <p>For more information on using the Renderscript graphics functions, see the <a href=
-      "#drawing">Drawing</a> section.</p>
-    </li>
-
-    <li>An <code>init()</code> function. This allows you to do initialization of your
-    Renderscript before the <code>root()</code> function runs, such as assigning values to variables. This
-    function runs once and is called automatically when the Renderscript starts, before anything
-    else in your Renderscript. Creating this function is optional.</li>
-
-    <li>Any variables, pointers, and structures that you wish to use in your Renderscript code (can
-    be declared in <code>.rsh</code> files if desired)</li>
-  </ul>
-
-  <p>The following code shows how the <code>fountain.rs</code> file is implemented:</p>
-  <pre>
-#pragma version(1)
-
-// Tell which java package name the reflected files should belong to
-#pragma rs java_package_name(com.example.android.rs.fountain)
-
-//declare shader binding
-#pragma stateFragment(parent)
-
-// header with graphics APIs, must include explicitly
-#include "rs_graphics.rsh"
-
-static int newPart = 0;
-
-// the mesh to render
-rs_mesh partMesh;
-
-// the point representing where a particle is rendered
-typedef struct __attribute__((packed, aligned(4))) Point {
-    float2 delta;
-    float2 position;
-    uchar4 color;
-} Point_t;
-Point_t *point;
-
-// main worker function that renders particles onto the screen
-int root() {
-    float dt = min(rsGetDt(), 0.1f);
-    rsgClearColor(0.f, 0.f, 0.f, 1.f);
-    const float height = rsgGetHeight();
-    const int size = rsAllocationGetDimX(rsGetAllocation(point));
-    float dy2 = dt * (10.f);
-    Point_t * p = point;
-    for (int ct=0; ct &lt; size; ct++) {
-        p-&gt;delta.y += dy2;
-        p-&gt;position += p-&gt;delta;
-        if ((p-&gt;position.y &gt; height) &amp;&amp; (p-&gt;delta.y &gt; 0)) {
-            p-&gt;delta.y *= -0.3f;
-        }
-        p++;
-    }
-
-    rsgDrawMesh(partMesh);
-    return 1;
-}
-
-// adds particles to the screen to render
-static float4 partColor[10];
-void addParticles(int rate, float x, float y, int index, bool newColor)
-{
-    if (newColor) {
-        partColor[index].x = rsRand(0.5f, 1.0f);
-        partColor[index].y = rsRand(1.0f);
-        partColor[index].z = rsRand(1.0f);
-    }
-    float rMax = ((float)rate) * 0.02f;
-    int size = rsAllocationGetDimX(rsGetAllocation(point));
-    uchar4 c = rsPackColorTo8888(partColor[index]);
-
-    Point_t * np = &amp;point[newPart];
-    float2 p = {x, y};
-    while (rate--) {
-        float angle = rsRand(3.14f * 2.f);
-        float len = rsRand(rMax);
-        np-&gt;delta.x = len * sin(angle);
-        np-&gt;delta.y = len * cos(angle);
-        np-&gt;position = p;
-        np-&gt;color = c;
-        newPart++;
-        np++;
-        if (newPart &gt;= size) {
-            newPart = 0;
-            np = &amp;point[newPart];
-        }
-    }
-}
-</pre>
-
-  <h3 id="creating-entry">Creating the Renderscript entry point class</h3>
-
-  <p>When you create a Renderscript (<code>.rs</code>) file, it is helpful to create a
-  corresponding Android framework class that is an entry point into the <code>.rs</code> file.
-  The most important thing this class does is receive a {@link android.renderscript.RenderScriptGL} rendering context
-  object from the <a href="#creating-view">view class</a> and binds the actual Renderscript
-  code to the rendering context. This notifies your view class of the code that it needs
-  to render graphics.
-  </p>
-
-  <p>In addition, this class should contain all of the things needed to set up Renderscript.
-  Some important things that you need to do in this class are:</p>
-
-  <ul>
-    <li>Create a Renderscript object 
-  <code>ScriptC_<em>rs_filename</em></code>. The Renderscript object is attached to the Renderscript bytecode, which is platform-independent and
-  gets compiled on the device when the Renderscript application runs. The bytecode is referenced
-  as a raw resource and is passed into the constructor for the Renderscript object.
-  For example, this is how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
-  sample creates the Renderscript object:
-  <pre>
-  RenderScriptGL rs;  //obtained from the view class
-  Resources res;      //obtained from the view class
-  ...
-  ScriptC_fountain mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
-  </pre>
-  </li>
-  <li>Allocate any necessary memory and bind it to your Renderscript code via the Renderscript object.</li>
-  <li>Build any necessary meshes and bind them to the Renderscript code via the Renderscript object.</li>
-  <li>Create any necessary programs and bind them to the Renderscript code via the Renderscript object.</li>
-  </ul>
-
-  <p>The following code shows how the <a href=
-  "{@docRoot}resources/samples/RenderScript/Fountain/src/com/example/android/rs/fountain/FountainRS.html">
-  FountainRS</a> class is implemented:</p>
-  <pre>
-package com.example.android.rs.fountain;
-
-import android.content.res.Resources;
-import android.renderscript.*;
-import android.util.Log;
-
-public class FountainRS {
-    public static final int PART_COUNT = 50000;
-
-    public FountainRS() {
-    }
-
-    /**
-     * This provides us with the Renderscript context and resources
-     * that allow us to create the Renderscript object
-     */
-    private Resources mRes;
-    private RenderScriptGL mRS;
-
-    // Renderscript object
-    private ScriptC_fountain mScript;
-
-    // Called by the view class to initialize the Renderscript context and renderer
-    public void init(RenderScriptGL rs, Resources res) {
-        mRS = rs;
-        mRes = res;
-
-        /**
-         * Create a shader and bind to the Renderscript context
-         */
-        ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
-        pfb.setVaryingColor(true);
-        rs.bindProgramFragment(pfb.create());
-
-        /**
-         * Allocate memory for the particles to render and create the mesh to draw
-         */
-        ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
-        Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
-        smb.addVertexAllocation(points.getAllocation());
-        smb.addIndexSetType(Mesh.Primitive.POINT);
-        Mesh sm = smb.create();
-
-       /**
-        * Create and bind the Renderscript object to the Renderscript context
-        */
-        mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
-        mScript.set_partMesh(sm);
-        mScript.bind_point(points);
-        mRS.bindRootScript(mScript);
-    }
-
-    boolean holdingColor[] = new boolean[10];
-
-    /**
-     * Calls Renderscript functions (invoke_addParticles)
-     * via the Renderscript object to add particles to render
-     * based on where a user touches the screen.
-     */
-    public void newTouchPosition(float x, float y, float pressure, int id) {
-        if (id &gt;= holdingColor.length) {
-            return;
-        }
-        int rate = (int)(pressure * pressure * 500.f);
-        if (rate &gt; 500) {
-            rate = 500;
-        }
-        if (rate &gt; 0) {
-            mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
-            holdingColor[id] = true;
-        } else {
-            holdingColor[id] = false;
-        }
-
-    }
-}
-</pre>
-
-
-  <h3 id="creating-view">Creating the view class</h3>
-
-
-  <p>To display graphics, you need a view to render on. Create a class that extends {@link
-  android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. This class
-  allows you to create a {@link android.renderscript.RenderScriptGL} context object by calling and
-  pass it to the Rendscript entry point class to bind the two. Once bound, the content is aware
-  of the code that it needs to use to render graphics with. If your Renderscript code
-  depends on any type of information that the view is aware of, such as touches from the user,
-  you can also use this class to relay that information to the Renderscript entry point class.
-  The following code shows how the <code>FountainView</code> class is implemented:</p>
-  <pre>
-package com.example.android.rs.fountain;
-
-import android.renderscript.RSTextureView;
-import android.renderscript.RenderScriptGL;
-import android.content.Context;
-import android.view.MotionEvent;
-
-public class FountainView extends RSTextureView {
-
-    public FountainView(Context context) {
-        super(context);
-    }
-    // Renderscript context
-    private RenderScriptGL mRS;
-    // Renderscript entry point object that calls Renderscript code
-    private FountainRS mRender;
-
-    /**
-     * Create Renderscript context and initialize Renderscript entry point
-     */
-    &#064;Override
-    protected void onAttachedToWindow() {
-        super.onAttachedToWindow();
-        android.util.Log.e("rs", "onAttachedToWindow");
-        if (mRS == null) {
-            RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
-            mRS = createRenderScriptGL(sc);
-            mRender = new FountainRS();
-            mRender.init(mRS, getResources());
-        }
-    }
-
-    &#064;Override
-    protected void onDetachedFromWindow() {
-        super.onDetachedFromWindow();
-        android.util.Log.e("rs", "onDetachedFromWindow");
-        if (mRS != null) {
-            mRS = null;
-            destroyRenderScriptGL();
-        }
-    }
-
-
-    /**
-     * Use callbacks to relay data to Renderscript entry point class
-     */
-    &#064;Override
-    public boolean onTouchEvent(MotionEvent ev)
-    {
-        int act = ev.getActionMasked();
-        if (act == ev.ACTION_UP) {
-            mRender.newTouchPosition(0, 0, 0, ev.getPointerId(0));
-            return false;
-        } else if (act == MotionEvent.ACTION_POINTER_UP) {
-            // only one pointer going up, we can get the index like this
-            int pointerIndex = ev.getActionIndex();
-            int pointerId = ev.getPointerId(pointerIndex);
-            mRender.newTouchPosition(0, 0, 0, pointerId);
-        }
-        int count = ev.getHistorySize();
-        int pcount = ev.getPointerCount();
-
-        for (int p=0; p &lt; pcount; p++) {
-            int id = ev.getPointerId(p);
-            mRender.newTouchPosition(ev.getX(p),
-                                     ev.getY(p),
-                                     ev.getPressure(p),
-                                     id);
-
-            for (int i=0; i &lt; count; i++) {
-                mRender.newTouchPosition(ev.getHistoricalX(p, i),
-                                         ev.getHistoricalY(p, i),
-                                         ev.getHistoricalPressure(p, i),
-                                         id);
-            }
-        }
-        return true;
-    }
-}
-</pre>
-
-  <h3 id="creating-activity">Creating the activity class</h3>
-
-  <p>Applications that use Renderscript still behave like normal Android applications, so you
-   need an activity class that handles activity lifecycle callback events appropriately. The activity class
-   also sets your {@link android.renderscript.RSSurfaceView} view class to be the main content view of the
-   activity or uses your {@link android.renderscript.RSTextureView}
-  in a {@link android.view.ViewGroup} alongside other views.</p>
-
-  <p>The following code shows how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
-  sample declares its activity class:</p>
-  <pre>
-package com.example.android.rs.fountain;
-
-import android.app.Activity;
-import android.os.Bundle;
-import android.util.Log;
-
-public class Fountain extends Activity {
-
-    private static final String LOG_TAG = "libRS_jni";
-    private static final boolean DEBUG  = false;
-    private static final boolean LOG_ENABLED = false;
-
-    private FountainView mView;
-
-    &#064;Override
-    public void onCreate(Bundle icicle) {
-        super.onCreate(icicle);
-
-        // Create our Preview view and set it as 
-        // the content of our activity
-        mView = new FountainView(this);
-        setContentView(mView);
-    }
-
-    &#064;Override
-    protected void onResume() {
-        Log.e("rs", "onResume");
-
-        // Ideally a game should implement onResume() and onPause()
-        // to take appropriate action when the activity looses focus
-        super.onResume();
-        mView.resume();
-    }
-
-    &#064;Override
-    protected void onPause() {
-        Log.e("rs", "onPause");
-
-        // Ideally a game should implement onResume() and onPause()
-        // to take appropriate action when the activity looses focus
-        super.onPause();
-        mView.pause();
-
-    }
-
-    static void log(String message) {
-        if (LOG_ENABLED) {
-            Log.v(LOG_TAG, message);
-        }
-    }
-}
-</pre>
-
-<p>Now that you have an idea of what is involved in a Renderscript graphics application, you can
-start building your own. It might be easiest to begin with one of the
-<a href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript samples</a> as a starting
-point if this is your first time using Renderscript.</p>
-
-  <h2 id="drawing">Drawing</h2>
-  <p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
-
-  <h3 id="drawing-rsg">Simple drawing</h3>
-
-  <p>The native Renderscript APIs provide a few convenient functions to easily draw a polygon or text to
-  the screen. You call these in your <code>root()</code> function to have them render to the {@link
-  android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. These functions are
-  available for simple drawing and should not be used for complex graphics rendering:</p>
-
-  <ul>
-    <li><code>rsgDrawRect()</code>: Sets up a mesh and draws a rectangle to the screen. It uses the
-    top left vertex and bottom right vertex of the rectangle to draw.</li>
-
-    <li><code>rsgDrawQuad()</code>: Sets up a mesh and draws a quadrilateral to the screen.</li>
-
-    <li><code>rsgDrawQuadTexCoords()</code>: Sets up a mesh and draws a quadrilateral to the screen
-    using the provided coordinates of a texture.</li>
-
-    <li><code>rsgDrawText()</code>: Draws specified text to the screen. Use <code>rsgFontColor()</code>
-    to set the color of the text.</li>
-  </ul>
-
-  <h3 id="drawing-mesh">Drawing with a mesh</h3>
-
-  <p>When you want to render complex scenes to the screen, instantiate a {@link
-  android.renderscript.Mesh} and draw it with <code>rsgDrawMesh()</code>. A {@link
-  android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
-  normals, texture coordinates) and index data that provides information on how to draw triangles
-  and lines with the provided vertex data. You can build a Mesh in three different ways:</p>
-
-  <ul>
-    <li>Build the mesh with the {@link android.renderscript.Mesh.TriangleMeshBuilder} class, which
-    allows you to specify a set of vertices and indices for each triangle that you want to draw.</li>
-
-    <li>Build the mesh using an {@link android.renderscript.Allocation} or a set of {@link
-    android.renderscript.Allocation}s with the {@link android.renderscript.Mesh.AllocationBuilder}
-    class. This approach allows you to build a mesh with vertices already stored in memory, which allows you
-    to specify the vertices in Renderscript or Android framework code.</li>
-
-    <li>Build the mesh with the {@link android.renderscript.Mesh.Builder} class. You should use
-    this convenience method when you know the data types you want to use to build your mesh, but
-    don't want to make separate memory allocations like with {@link
-    android.renderscript.Mesh.AllocationBuilder}. You can specify the types that you want and this
-    mesh builder automatically creates the memory allocations for you.</li>
-  </ul>
-
-  <p>To create a mesh using the {@link android.renderscript.Mesh.TriangleMeshBuilder}, you need to
-  supply it with a set of vertices and the indices for the vertices that comprise the triangle. For
-  example, the following code specifies three vertices, which are added to an internal array,
-  indexed in the order they were added. The call to {@link
-  android.renderscript.Mesh.TriangleMeshBuilder#addTriangle addTriangle()} draws the triangle with
-  vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p>
-  <pre>
-int float2VtxSize = 2;
-Mesh.TriangleMeshBuilder triangles = new Mesh.TriangleMeshBuilder(renderscriptGL,
-float2VtxSize, Mesh.TriangleMeshBuilder.COLOR);
-triangles.addVertex(300.f, 300.f);
-triangles.addVertex(150.f, 450.f);
-triangles.addVertex(450.f, 450.f);
-triangles.addTriangle(0 , 1, 2);
-Mesh smP = triangle.create(true);
-script.set_mesh(smP);
-</pre>
-
-  <p>To draw a mesh using the {@link android.renderscript.Mesh.AllocationBuilder}, you need to
-  supply it with one or more allocations that contain the vertex data:</p>
-  <pre>
-Allocation vertices;
-
-...
-Mesh.AllocationBuilder triangle = new Mesh.AllocationBuilder(mRS);
-smb.addVertexAllocation(vertices.getAllocation());
-smb.addIndexSetType(Mesh.Primitive.TRIANGLE);
-Mesh smP = smb.create();
-script.set_mesh(smP);
-</pre>
-
-  <p>In your Renderscript code, draw the built mesh to the screen:</p>
-  <pre>
-rs_mesh mesh;
-...
-
-int root(){
-...
-rsgDrawMesh(mesh);
-...
-return 0; //specify a non zero, positive integer to specify the frame refresh.
-          //0 refreshes the frame only when the mesh changes.
-}
-</pre>
-
-  <h2 id="shader">Programs</h2>
-
-  <p>You can attach four program objects to the {@link android.renderscript.RenderScriptGL} context
-  to customize the rendering pipeline. For example, you can create vertex and fragment shaders in
-  GLSL or build a raster program object that controls culling. The four programs mirror a
-  traditional graphical rendering pipeline:</p>
-
-  <table>
-    <tr>
-      <th>Android Object Type</th>
-
-      <th>Renderscript Native Type</th>
-
-      <th>Description</th>
-    </tr>
-
-    <tr>
-      <td>{@link android.renderscript.ProgramVertex}</td>
-
-      <td>rs_program_vertex</td>
-
-      <td>
-        <p>The Renderscript vertex program, also known as a vertex shader, describes the stage in
-        the graphics pipeline responsible for manipulating geometric data in a user-defined way.
-        The object is constructed by providing Renderscript with the following data:</p>
-
-        <ul>
-          <li>An {@link android.renderscript.Element} describing its varying inputs or attributes</li>
-
-          <li>GLSL shader string that defines the body of the program</li>
-
-          <li>a {@link android.renderscript.Type} that describes the layout of an
-          Allocation containing constant or uniform inputs</li>
-        </ul>
-
-        <p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL}
-        graphics context by calling {@link android.renderscript.RenderScriptGL#bindProgramVertex
-        bindProgramVertex()}. It is then used for all subsequent draw calls until you bind a new
-        program. If the program has constant inputs, the user needs to bind an allocation
-        containing those inputs. The allocation's type must match the one provided during creation.
-        </p>
-
-        <p>The Renderscript runtime then does all the necessary plumbing to send those constants to
-        the graphics hardware. Varying inputs to the shader, such as position, normal, and texture
-        coordinates are matched by name between the input {@link android.renderscript.Element}
-        and the mesh object that is being drawn. 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 Renderscript runtime handles connecting the two. Unlike OpenGL
-        there is no need to link the vertex and fragment programs.</p>
-
-        <p>To bind shader constants to the program, declare a <code>struct</code> that contains the necessary
-        shader constants in your Renderscript code. This <code>struct</code> is generated into a
-        reflected class that you can use as a constant input element during the program's creation.
-        It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
-        bind this {@link android.renderscript.Allocation} to the program and the
-        Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
-        when necessary. To update shader constants, you change the values in the
-        {@link android.renderscript.Allocation} and notify the Renderscript
-        code of the change.</p>
-
-        <p>The {@link android.renderscript.ProgramVertexFixedFunction.Builder} class also
-        lets you build a simple vertex shader without writing GLSL code.
-        </p>
-      </td>
-    </tr>
-
-    <tr>
-      <td>{@link android.renderscript.ProgramFragment}</td>
-
-      <td>rs_program_fragment</td>
-
-      <td>
-        <p>The Renderscript fragment program, also known as a fragment shader, is responsible for
-        manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string
-        containing the program body, texture inputs, and a {@link android.renderscript.Type}
-        object that describes the constants
-        used by the program. Like the vertex programs, when an {@link android.renderscript.Allocation}
-        with constant input
-        values is bound to the shader, its values are sent to the graphics program automatically.
-        Note that the values inside the {@link android.renderscript.Allocation} are not explicitly tracked.
-        If they change between two draw calls using the same program object, notify the runtime of that change by
-        calling <code>rsgAllocationSyncAll()</code>, so it can send the new values to hardware. Communication
-        between the vertex and fragment programs is handled internally in the GLSL code. For
-        example, if the fragment program is expecting a varying input called <code>varTex0</code>, the GLSL code
-        inside the program vertex must provide it.</p>
-
-        <p>To bind shader constructs to the program, declare a <code>struct</code> that contains the necessary
-        shader constants in your Renderscript code. This <code>struct</code> is generated into a
-        reflected class that you can use as a constant input element during the program's creation.
-        It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
-        bind this {@link android.renderscript.Allocation} to the program and the
-        Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
-        when necessary. To update shader constants, you change the values in the
-        {@link android.renderscript.Allocation} and notify the Renderscript
-        code of the change.</p>
-
-        <p>The {@link android.renderscript.ProgramFragmentFixedFunction.Builder} class also
-        lets you build a simple fragment shader without writing GLSL code.
-        </p>
-      </td>
-    </tr>
-
-    <tr>
-      <td>{@link android.renderscript.ProgramStore}</td>
-
-      <td>rs_program_store</td>
-
-      <td>The Renderscript store program contains a set of parameters that control how the graphics
-      hardware writes to the framebuffer. It could be used to enable and disable depth writes and
-      testing, setup various blending modes for effects like transparency and define write masks
-      for color components.</td>
-    </tr>
-
-    <tr>
-      <td>{@link android.renderscript.ProgramRaster}</td>
-
-      <td>rs_program_raster</td>
-
-      <td>The Renderscript raster program is primarily used to specify whether point sprites are enabled and to
-      control the culling mode. By default back faces are culled.</td>
-    </tr>
-  </table>
-
-  <p>The following example defines a vertex shader in GLSL and binds it to a Renderscript context object:</p>
-  <pre>
-    private RenderScriptGL glRenderer;      //rendering context
-    private ScriptField_Point mPoints;      //vertices
-    private ScriptField_VpConsts mVpConsts; //shader constants
-
-    ...
-
-     ProgramVertex.Builder sb = new ProgramVertex.Builder(glRenderer);
-        String t =  "varying vec4 varColor;\n" +
-                    "void main() {\n" +
-                    "  vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" +
-                    "  pos.xy = ATTRIB_position;\n" +
-                    "  gl_Position = UNI_MVP * pos;\n" +
-                    "  varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
-                    "  gl_PointSize = ATTRIB_size;\n" +
-                    "}\n";
-        sb.setShader(t);
-        sb.addConstant(mVpConsts.getType());
-        sb.addInput(mPoints.getElement());
-        ProgramVertex pvs = sb.create();
-        pvs.bindConstants(mVpConsts.getAllocation(), 0);
-        glRenderer.bindProgramVertex(pvs);
-</pre>
-
-
-  <p>The <a href=
-  "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
-  RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
-
-  <h3 id="shader-bindings">Program bindings</h3>
-
-  <p>You can also declare four pragmas that control default program bindings to the {@link
-  android.renderscript.RenderScriptGL} context when the script is executing:</p>
-
-  <ul>
-    <li><code>stateVertex</code></li>
-
-    <li><code>stateFragment</code></li>
-
-    <li><code>stateRaster</code></li>
-
-    <li><code>stateStore</code></li>
-  </ul>
-
-  <p>The possible values for each pragma are <code>parent</code> or <code>default</code>. Using
-  <code>default</code> binds the shaders to the graphical context with the system defaults.</p>
-
-  <p>Using <code>parent</code> binds the shaders in the same manner as it is bound in the calling
-  script. If this is the root script, the parent state is taken from the bind points that are set
-  by the {@link android.renderscript.RenderScriptGL} bind methods.</p>
-
-  <p>For example, you can define this at the top of your graphics Renderscript code to have
-  the vertex and store programs inherent the bind properties from their parent scripts:</p>
-  <pre>
-#pragma stateVertex(parent)
-#pragma stateStore(parent)
-</pre>
-
-  <h3 id="shader-sampler">Defining a sampler</h3>
-
-  <p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
-  Samplers are bound to a {@link android.renderscript.ProgramFragment} alongside the texture
-  whose sampling they control. These
-  objects are used to specify such things as edge clamping behavior, whether mip-maps are used, and
-  the amount of anisotropy required. There might be situations where hardware does not support the
-  desired behavior of the sampler. In these cases, the Renderscript runtime attempts to provide the
-  closest possible approximation. For example, the user requested 16x anisotropy, but only 8x was
-  set because it's the best available on the hardware.</p>
-
-  <p>The <a href=
-  "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
-  RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a
-  Fragment program.</p>
-
-
-
-<h2 id="fbo">Rendering to a Framebuffer Object</h2>
-
-<p>Framebuffer objects allow you to render offscreen instead of in the default onscreen
-framebuffer. This approach might be useful for situations where you need to post-process a texture before
-rendering it to the screen, or when you want to composite two scenes in one such as rendering a rear-view
-mirror of a car. There are two buffers associated with a framebuffer object: a color buffer
-and a depth buffer. The color buffer (required) contains the actual pixel data of the scene
-that you are rendering, and the depth buffer (optional) contains the values necessary to figure
-out what vertices are drawn depending on their z-values.</p>
-
-<p>In general, you need to do the following to render to a framebuffer object:</p>
-
-<ul>
-  <li>Create {@link android.renderscript.Allocation} objects for the color buffer and
-  depth buffer (if needed). Specify the {@link
-  android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} usage attribute for these
-  allocations to notify the Renderscript runtime to use these allocations for the framebuffer
-  object. For the color buffer allocation, you most likely need to declare the {@link
-  android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE} usage attribute
-  to use the color buffer as a texture, which is the most common use of the framebuffer object.</li>
-
-  <li>Tell the Renderscript runtime to render to the framebuffer object instead of the default
-  framebuffer by calling <code>rsgBindColorTarget()</code> and passing it the color buffer
-  allocation. If applicable, call <code>rsgBindDepthTarget()</code> passing in the depth buffer
-  allocation as well.</li>
-
-  <li>Render your scene normally with the <code>rsgDraw</code> functions. The scene will be
-  rendered into the color buffer instead of the default onscreen framebuffer.</li>
-
-  <li>When done, tell the Renderscript runtime stop rendering to the color buffer and back
-  to the default framebuffer by calling <code>rsgClearAllRenderTargets()</code>.</li>
-
-  <li>Create a fragment shader and bind a the color buffer to it as a texture.</li>
-
-  <li>Render your scene to the default framebuffer. The texture will be used according
-  to the way you setup your fragment shader.</li>
-</ul>
-
-<p>The following example shows you how to render to a framebuffer object by modifying the
-<a href="{@docRoot}guide/resources/renderscript/Fountain/">Fountain</a> Renderscript sample. The end
-result is the <a href="{@docRoot}guide/resources/renderscript/FountainFBO/">FountainFBO</a> sample.
-The modifications render the exact same scene into a framebuffer object as it does the default
-framebuffer. The framebuffer object is then rendered into the default framebuffer in a small
-area at the top left corner of the screen.</p>
-
-<ol>
-  <li>Modify <code>fountain.rs</code> and add the following global variables. This creates setter
-  methods when this file is reflected into a <code>.java</code> file, allowing you to allocate
-  memory in your Android framework code and binding it to the Renderscript runtime.
-<pre>
-//allocation for color buffer
-rs_allocation gColorBuffer;
-//fragment shader for rendering without a texture (used for rendering to framebuffer object)
-rs_program_fragment gProgramFragment;
-//fragment shader for rendering with a texture (used for rendering to default framebuffer)
-rs_program_fragment gTextureProgramFragment;
-</pre>
-  </li>
-
-  <li>Modify the root function of <code>fountain.rs</code> to look like the following code. The
-  modifications are commented:
-<pre>
-int root() {
-    float dt = min(rsGetDt(), 0.1f);
-    rsgClearColor(0.f, 0.f, 0.f, 1.f);
-    const float height = rsgGetHeight();
-    const int size = rsAllocationGetDimX(rsGetAllocation(point));
-    float dy2 = dt * (10.f);
-    Point_t * p = point;
-    for (int ct=0; ct < size; ct++) {
-        p->delta.y += dy2;
-        p->position += p->delta;
-        if ((p->position.y > height) && (p->delta.y > 0)) {
-            p->delta.y *= -0.3f;
-        }
-        p++;
-    }
-    //Tell Renderscript runtime to render to the frame buffer object
-    rsgBindColorTarget(gColorBuffer, 0);
-    //Begin rendering on a white background
-    rsgClearColor(1.f, 1.f, 1.f, 1.f);
-    rsgDrawMesh(partMesh);
-
-    //When done, tell Renderscript runtime to stop rendering to framebuffer object
-    rsgClearAllRenderTargets();
-
-    //Bind a new fragment shader that declares the framebuffer object to be used as a texture
-    rsgBindProgramFragment(gTextureProgramFragment);
-
-    //Bind the framebuffer object to the fragment shader at slot 0 as a texture
-    rsgBindTexture(gTextureProgramFragment, 0, gColorBuffer);
-    //Draw a quad using the framebuffer object as the texture
-    float startX = 10, startY = 10;
-    float s = 256;
-    rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
-                         startX, startY + s, 0, 0, 0,
-                         startX + s, startY + s, 0, 1, 0,
-                         startX + s, startY, 0, 1, 1);
-
-    //Rebind the original fragment shader to render as normal
-    rsgBindProgramFragment(gProgramFragment);
-
-    //Render the main scene
-    rsgDrawMesh(partMesh);
-
-    return 1;
-}
-</pre>
-  </li>
-
-  <li>In the <code>FountainRS.java</code> file, modify the <code>init()</code> method to look
-  like the following code. The modifications are commented:
-
-<pre>
-/* Add necessary members */
-private ScriptC_fountainfbo mScript;
-private Allocation mColorBuffer;
-private ProgramFragment mProgramFragment;
-private ProgramFragment mTextureProgramFragment;
-
-public void init(RenderScriptGL rs, Resources res) {
-    mRS = rs;
-    mRes = res;
-
-    ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
-
-    Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
-    smb.addVertexAllocation(points.getAllocation());
-    smb.addIndexSetType(Mesh.Primitive.POINT);
-    Mesh sm = smb.create();
-
-    mScript = new ScriptC_fountainfbo(mRS, mRes, R.raw.fountainfbo);
-    mScript.set_partMesh(sm);
-    mScript.bind_point(points);
-
-    ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
-    pfb.setVaryingColor(true);
-    mProgramFragment = pfb.create();
-    mScript.set_gProgramFragment(mProgramFragment);
-
-    /* Second fragment shader to use a texture (framebuffer object) to draw with */
-    pfb.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
-        ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
-
-    /* Set the fragment shader in the Renderscript runtime */
-    mTextureProgramFragment = pfb.create();
-    mScript.set_gTextureProgramFragment(mTextureProgramFragment);
-
-    /* Create the allocation for the color buffer */
-    Type.Builder colorBuilder = new Type.Builder(mRS, Element.RGBA_8888(mRS));
-    colorBuilder.setX(256).setY(256);
-    mColorBuffer = Allocation.createTyped(mRS, colorBuilder.create(),
-    Allocation.USAGE_GRAPHICS_TEXTURE |
-    Allocation.USAGE_GRAPHICS_RENDER_TARGET);
-
-    /* Set the allocation in the Renderscript runtime */
-    mScript.set_gColorBuffer(mColorBuffer);
-
-    mRS.bindRootScript(mScript);
-}
-</pre>
-
-<p class="note"><strong>Note:</strong> This sample doesn't use a depth buffer, but the following code
-shows you how to declare an example depth buffer if you need to use
-one for your application. The depth buffer must have the same dimensions as the color buffer:
-
-<pre>
-Allocation mDepthBuffer;
-
-...
-
-Type.Builder b = new Type.Builder(mRS, Element.createPixel(mRS, DataType.UNSIGNED_16,
-    DataKind.PIXEL_DEPTH));
-b.setX(256).setY(256);
-mDepthBuffer = Allocation.createTyped(mRS, b.create(),
-Allocation.USAGE_GRAPHICS_RENDER_TARGET);
-
-</pre>
-</p>
-</li>
-
-  <li>Run and use the sample. The smaller, white quad on the top-left corner is using the
-  framebuffer object as a texture, which renders the same scene as the main rendering.</li>
-</ol>
diff --git a/graphics/java/android/renderscript/FileA3D.java b/graphics/java/android/renderscript/FileA3D.java
index 42b508b..8b0222a 100644
--- a/graphics/java/android/renderscript/FileA3D.java
+++ b/graphics/java/android/renderscript/FileA3D.java
@@ -28,6 +28,7 @@
 import android.util.TypedValue;
 
 /**
+ * @hide
  * @deprecated in API 16
  * FileA3D allows users to load Renderscript objects from files
  * or resources stored on disk. It could be used to load items
diff --git a/graphics/java/android/renderscript/Font.java b/graphics/java/android/renderscript/Font.java
index 8a49abb..1a8d5bf 100644
--- a/graphics/java/android/renderscript/Font.java
+++ b/graphics/java/android/renderscript/Font.java
@@ -30,8 +30,9 @@
 import android.util.TypedValue;
 
 /**
+ * @hide
  * @deprecated in API 16
- * <p>This class gives users a simple way to draw hardware accelerated text. 
+ * <p>This class gives users a simple way to draw hardware accelerated text.
  * Internally, the glyphs are rendered using the Freetype library and an internal cache of
  * rendered glyph bitmaps is maintained. Each font object represents a combination of a typeface,
  * and point size. You can create multiple font objects to represent styles such as bold or italic text,
@@ -43,7 +44,7 @@
  * render large batches of text in sequence. It is also more efficient to render multiple
  * characters at once instead of one by one to improve draw call batching.</p>
  * <p>Font color and transparency are not part of the font object and you can freely modify
- * them in the script to suit the user's rendering needs. Font colors work as a state machine. 
+ * them in the script to suit the user's rendering needs. Font colors work as a state machine.
  * Every new call to draw text uses the last color set in the script.</p>
  **/
 public class Font extends BaseObj {
diff --git a/graphics/java/android/renderscript/Mesh.java b/graphics/java/android/renderscript/Mesh.java
index 7210513..d0d383d 100644
--- a/graphics/java/android/renderscript/Mesh.java
+++ b/graphics/java/android/renderscript/Mesh.java
@@ -21,6 +21,7 @@
 import android.util.Log;
 
 /**
+ * @hide
  * @deprecated in API 16
  * <p>This class is a container for geometric data displayed with
  * Renderscript. Internally, a mesh is a collection of allocations that
diff --git a/graphics/java/android/renderscript/Program.java b/graphics/java/android/renderscript/Program.java
index d9f64c6..9bd103e 100644
--- a/graphics/java/android/renderscript/Program.java
+++ b/graphics/java/android/renderscript/Program.java
@@ -26,6 +26,7 @@
 
 
 /**
+ * @hide
  *
  * Program is a base class for all the objects that modify
  * various stages of the graphics pipeline
diff --git a/graphics/java/android/renderscript/ProgramFragment.java b/graphics/java/android/renderscript/ProgramFragment.java
index 69968ac..dd0f9f5 100644
--- a/graphics/java/android/renderscript/ProgramFragment.java
+++ b/graphics/java/android/renderscript/ProgramFragment.java
@@ -21,6 +21,7 @@
 
 
 /**
+ * @hide
  * @deprecated in API 16
  * <p>The Renderscript fragment program, also known as fragment shader is responsible
  * for manipulating pixel data in a user defined way. It's constructed from a GLSL
diff --git a/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java b/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
index 848c5a3..8ae1777 100644
--- a/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
+++ b/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
@@ -21,6 +21,7 @@
 
 
 /**
+ * @hide
  * @deprecated in API 16
  * <p>ProgramFragmentFixedFunction is a helper class that provides
  * a way to make a simple fragment shader without writing any
diff --git a/graphics/java/android/renderscript/ProgramRaster.java b/graphics/java/android/renderscript/ProgramRaster.java
index c44521b..216cb4e 100644
--- a/graphics/java/android/renderscript/ProgramRaster.java
+++ b/graphics/java/android/renderscript/ProgramRaster.java
@@ -21,6 +21,7 @@
 
 
 /**
+ * @hide
  * @deprecated in API 16
  * Program raster is primarily used to specify whether point sprites are enabled and to control
  * the culling mode. By default, back faces are culled.
diff --git a/graphics/java/android/renderscript/ProgramStore.java b/graphics/java/android/renderscript/ProgramStore.java
index d0fd6e5..dac9e76 100644
--- a/graphics/java/android/renderscript/ProgramStore.java
+++ b/graphics/java/android/renderscript/ProgramStore.java
@@ -21,6 +21,7 @@
 
 
 /**
+ * @hide
  * <p>ProgramStore contains a set of parameters that control how
  * the graphics hardware handles writes to the framebuffer.
  * It could be used to:</p>
diff --git a/graphics/java/android/renderscript/ProgramVertex.java b/graphics/java/android/renderscript/ProgramVertex.java
index 2bd5124..50e32f6 100644
--- a/graphics/java/android/renderscript/ProgramVertex.java
+++ b/graphics/java/android/renderscript/ProgramVertex.java
@@ -14,7 +14,8 @@
  * limitations under the License.
  */
 
- /**
+/**
+ * @hide
  * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
  * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
  * The object is constructed by providing the Renderscript system with the following data:</p>
@@ -43,6 +44,7 @@
 
 
 /**
+ * @hide
  * @deprecated in API 16
  * ProgramVertex, also know as a vertex shader, describes a
  * stage in the graphics pipeline responsible for manipulating
@@ -76,14 +78,15 @@
     }
 
     /**
-    * @deprecated in API 16
-    * Builder class for creating ProgramVertex objects.
-    * The builder starts empty and the user must minimally provide
-    * the GLSL shader code, and the varying inputs. Constant, or
-    * uniform parameters to the shader may optionally be provided as
-    * well.
-    *
-    **/
+     * @hide
+     * @deprecated in API 16
+     * Builder class for creating ProgramVertex objects.
+     * The builder starts empty and the user must minimally provide
+     * the GLSL shader code, and the varying inputs. Constant, or
+     * uniform parameters to the shader may optionally be provided as
+     * well.
+     *
+     **/
     public static class Builder extends BaseProgramBuilder {
         /**
          * @deprecated in API 16
diff --git a/graphics/java/android/renderscript/ProgramVertexFixedFunction.java b/graphics/java/android/renderscript/ProgramVertexFixedFunction.java
index 88cade4..ad486f3 100644
--- a/graphics/java/android/renderscript/ProgramVertexFixedFunction.java
+++ b/graphics/java/android/renderscript/ProgramVertexFixedFunction.java
@@ -22,6 +22,7 @@
 
 
 /**
+ * @hide
  * @deprecated in API 16
  * ProgramVertexFixedFunction is a helper class that provides a
  * simple way to create a fixed function emulation vertex shader
diff --git a/graphics/java/android/renderscript/RSSurfaceView.java b/graphics/java/android/renderscript/RSSurfaceView.java
index 82ed95c..3c6c720 100644
--- a/graphics/java/android/renderscript/RSSurfaceView.java
+++ b/graphics/java/android/renderscript/RSSurfaceView.java
@@ -30,6 +30,7 @@
 import android.view.SurfaceView;
 
 /**
+ * @hide
  * @deprecated in API 16
  * The Surface View for a graphics renderscript (RenderScriptGL) to draw on.
  *
diff --git a/graphics/java/android/renderscript/RSTextureView.java b/graphics/java/android/renderscript/RSTextureView.java
index ed04000..7eeeeae 100644
--- a/graphics/java/android/renderscript/RSTextureView.java
+++ b/graphics/java/android/renderscript/RSTextureView.java
@@ -29,6 +29,7 @@
 import android.view.TextureView;
 
 /**
+ * @hide
  * @deprecated in API 16
  * The Texture View for a graphics renderscript (RenderScriptGL)
  * to draw on.
diff --git a/graphics/java/android/renderscript/RenderScriptGL.java b/graphics/java/android/renderscript/RenderScriptGL.java
index 5269405..52034b1 100644
--- a/graphics/java/android/renderscript/RenderScriptGL.java
+++ b/graphics/java/android/renderscript/RenderScriptGL.java
@@ -29,6 +29,7 @@
 import android.view.SurfaceView;
 
 /**
+ * @hide
  * @deprecated in API 16
  * The Graphics derivitive of Renderscript.  Extends the basic context to add a
  * root script which is the display window for graphical output.  When the
diff --git a/graphics/java/android/renderscript/package.html b/graphics/java/android/renderscript/package.html
index 5eab23c..eb178c1 100644
--- a/graphics/java/android/renderscript/package.html
+++ b/graphics/java/android/renderscript/package.html
@@ -1,86 +1,10 @@
 <HTML>
 <BODY>
-<p>The Renderscript rendering and computational APIs offer a low-level, high performance means of
-carrying out mathematical calculations and 3D graphics rendering.</p>
+<p>RenderScript provides support for high-performance computation across heterogeneous processors.</p>
 
 <p>For more information, see the
-<a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a> developer guide.</p>
+<a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a> developer guide.</p>
 {@more}
 
-<p>An example of Renderscript in applications include the 3D carousel view that is present in
-Android 3.0 applications such as the Books and YouTube applications. This API is intended for
-developers who are comfortable working with native code and want to maximize their performance
-critical applications.</p>
-
-<p>Renderscript adopts a control and slave architecture where the low-level native code is controlled by the
-higher level Android system that runs in the virtual machine (VM). The VM code handles resource
-allocation and lifecycle management of the Renderscript enabled application and calls the Renderscript
-code through high level entry points. The Android build tools generate these entry points through reflection on
-the native Renderscript code, which you write in C (C99 standard). The Renderscript code
-does the intensive computation and returns the result back to the Android VM.</p>
-
-<p>You can find the Renderscript native
-APIs in the <code>&lt;sdk_root&gt;/platforms/android-11/renderscript</code> directory.
-The Android system APIs are broken into a few main groups:</p>
-
-<h4>Core</h4>
-<p>These classes are used internally by the system for memory allocation. They are used by the classes that
-are generated by the build tools:</p>
-<ul>
-  <li>Allocation</li>
-  <li>Element</li>
-  <li>Type</li>
-  <li>Script</li>
-</ul>
-
-
-<h4>Data Types</h4>
-<p>These data types are used by the classes that are generated
-by the build tools. They are the reflected counterparts of the native data types that
-are defined by the native Renderscript APIs and used by your Renderscript code. The
-classes include:</p>
-<ul>
-  <li>Byte2, Byte3, and Byte4</li>
-  <li>Float2, Float3, Float4</li>
-  <li>Int2, Int3, Int4</li>
-  <li>Long2, Long3, Long4</li>
-  <li>Matrix2f, Matrix3f, Matrix4f</li>
-  <li>Short2, Short3, Short4</li>
-</ul>
-
-<p>For example, if you declared the following struct in your .rs Renderscript file:</p>
-
-<pre>struct Hello { float3 position; rs_matrix4x4 transform; }</pre>
-
-<p>The build tools generate a class through reflection that looks like the following:</p>
-<pre>
-class Hello {
-    static public class Item {
-        Float4 position;
-        Matrix4f transform;
-    }
-Element createElement(RenderScript rs) {
-        Element.Builder eb = new Element.Builder(rs);
-        eb.add(Element.F32_3(rs), "position");
-        eb.add(Element.MATRIX_4X4(rs), "transform");
-        return eb.create();
-    }
-}
-</pre>
-
-<h4>Graphics</h4>
-<p>These classes are specific to graphics Renderscripts and support a typical rendering
-pipeline.</p>
-<ul>
-<li>Mesh</li>
-<li>ProgramFragment</li>
-<li>ProgramRaster</li>
-<li>ProgramStore</li>
-<li>ProgramVertex</li>
-<li>RSSurfaceView</li>
-<li>Sampler</li>
-</ul>
-
-</p>
 </BODY>
 </HTML>