Moving renderscript GL code into the HAL
This change affects
 - shaders
 - meshes
 - fonts
 - quad rendering

Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/libs/rs/driver/rsdMeshObj.h b/libs/rs/driver/rsdMeshObj.h
new file mode 100644
index 0000000..8b1271b
--- /dev/null
+++ b/libs/rs/driver/rsdMeshObj.h
@@ -0,0 +1,63 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef ANDROID_RSD_MESH_OBJ_H
+#define ANDROID_RSD_MESH_OBJ_H
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+    class Context;
+    class Mesh;
+    class Element;
+
+}
+}
+
+#include "driver/rsdVertexArray.h"
+
+// An element is a group of Components that occupies one cell in a structure.
+class RsdMeshObj {
+public:
+    RsdMeshObj(const android::renderscript::Context *,
+            const android::renderscript::Mesh *);
+    ~RsdMeshObj();
+
+    void renderPrimitiveRange(const android::renderscript::Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
+
+    bool init();
+
+protected:
+    const android::renderscript::Mesh *mRSMesh;
+
+    uint32_t *mGLPrimitives;
+    void updateGLPrimitives();
+
+    bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx);
+    // Attribues that allow us to map to GL
+    RsdVertexArray::Attrib *mAttribs;
+    // This allows us to figure out which allocation the attribute
+    // belongs to. In the event the allocation is uploaded to GL
+    // buffer, it lets us properly map it
+    uint32_t *mAttribAllocationIndex;
+    uint32_t mAttribCount;
+};
+
+#endif //ANDROID_RSD_MESH_OBJ_H
+
+
+