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

Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/libs/rs/driver/rsdShader.h b/libs/rs/driver/rsdShader.h
new file mode 100644
index 0000000..37b1c3d
--- /dev/null
+++ b/libs/rs/driver/rsdShader.h
@@ -0,0 +1,104 @@
+/*
+ * 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_SHADER_H
+#define ANDROID_RSD_SHADER_H
+
+#include <utils/String8.h>
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+class Element;
+class Context;
+class Program;
+
+}
+}
+
+class RsdShaderCache;
+
+#define RS_SHADER_ATTR "ATTRIB_"
+#define RS_SHADER_UNI "UNI_"
+
+class RsdShader {
+public:
+
+    RsdShader(const android::renderscript::Program *p, uint32_t type,
+               const char * shaderText, uint32_t shaderLength);
+    virtual ~RsdShader();
+
+    bool createShader();
+
+    uint32_t getShaderID() const {return mShaderID;}
+
+    uint32_t getAttribCount() const {return mAttribCount;}
+    uint32_t getUniformCount() const {return mUniformCount;}
+    const android::String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
+    const android::String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
+    uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
+
+    android::String8 getGLSLInputString() const;
+
+    bool isValid() const {return mIsValid;}
+    void forceDirty() const {mDirty = true;}
+
+    bool loadShader(const android::renderscript::Context *);
+    void setup(const android::renderscript::Context *, RsdShaderCache *sc);
+
+protected:
+
+    const android::renderscript::Program *mRSProgram;
+    bool mIsValid;
+
+    // Applies to vertex and fragment shaders only
+    void appendUserConstants();
+    void setupUserConstants(const android::renderscript::Context *rsc, RsdShaderCache *sc, bool isFragment);
+    void initAddUserElement(const android::renderscript::Element *e, android::String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix);
+    void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc);
+
+    void appendAttributes();
+    void appendTextures();
+
+    void initAttribAndUniformArray();
+
+    mutable bool mDirty;
+    android::String8 mShader;
+    android::String8 mUserShader;
+    uint32_t mShaderID;
+    uint32_t mType;
+
+    uint32_t mTextureCount;
+    uint32_t mAttribCount;
+    uint32_t mUniformCount;
+    android::String8 *mAttribNames;
+    android::String8 *mUniformNames;
+    uint32_t *mUniformArraySizes;
+
+    int32_t mTextureUniformIndexStart;
+
+    void logUniform(const android::renderscript::Element *field, const float *fd, uint32_t arraySize );
+    void setUniform(const android::renderscript::Context *rsc, const android::renderscript::Element *field, const float *fd, int32_t slot, uint32_t arraySize );
+    void initMemberVars();
+    void init();
+};
+
+#endif //ANDROID_RSD_SHADER_H
+
+
+
+