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

Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/libs/rs/driver/rsdShaderCache.h b/libs/rs/driver/rsdShaderCache.h
new file mode 100644
index 0000000..17ee3e8
--- /dev/null
+++ b/libs/rs/driver/rsdShaderCache.h
@@ -0,0 +1,151 @@
+/*
+ * 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_CACHE_H
+#define ANDROID_RSD_SHADER_CACHE_H
+
+namespace android {
+namespace renderscript {
+
+class Context;
+
+}
+}
+
+#include <utils/String8.h>
+#include <utils/Vector.h>
+class RsdShader;
+
+// ---------------------------------------------------------------------------
+
+// An element is a group of Components that occupies one cell in a structure.
+class RsdShaderCache {
+public:
+    RsdShaderCache();
+    virtual ~RsdShaderCache();
+
+    void setActiveVertex(RsdShader *pv) {
+        mVertexDirty = true;
+        mVertex = pv;
+    }
+
+    void setActiveFragment(RsdShader *pf) {
+        mFragmentDirty = true;
+        mFragment = pf;
+    }
+
+    bool setup(const android::renderscript::Context *rsc);
+
+    void cleanupVertex(uint32_t id);
+    void cleanupFragment(uint32_t id);
+
+    void cleanupAll();
+
+    int32_t vtxAttribSlot(const android::String8 &attrName) const;
+    int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->vtxUniforms[a].slot;}
+    uint32_t vtxUniformSize(uint32_t a) const {return mCurrent->vtxUniforms[a].arraySize;}
+    int32_t fragUniformSlot(uint32_t a) const {return mCurrent->fragUniforms[a].slot;}
+    uint32_t fragUniformSize(uint32_t a) const {return mCurrent->fragUniforms[a].arraySize;}
+
+protected:
+    bool link(const android::renderscript::Context *rsc);
+    bool mFragmentDirty;
+    bool mVertexDirty;
+    RsdShader *mVertex;
+    RsdShader *mFragment;
+
+    struct UniformQueryData {
+        char *name;
+        uint32_t nameLength;
+        int32_t writtenLength;
+        int32_t arraySize;
+        uint32_t type;
+        UniformQueryData(uint32_t maxName) {
+            name = NULL;
+            nameLength = maxName;
+            if (nameLength > 0 ) {
+                name = new char[nameLength];
+            }
+        }
+        ~UniformQueryData() {
+            if (name != NULL) {
+                delete[] name;
+                name = NULL;
+            }
+        }
+    };
+    struct UniformData {
+        int32_t slot;
+        uint32_t arraySize;
+    };
+    struct AttrData {
+        int32_t slot;
+        const char* name;
+    };
+    struct ProgramEntry {
+        ProgramEntry(uint32_t numVtxAttr, uint32_t numVtxUnis,
+                     uint32_t numFragUnis) : vtx(0), frag(0), program(0), vtxAttrCount(0),
+                                             vtxAttrs(0), vtxUniforms(0), fragUniforms(0) {
+            vtxAttrCount = numVtxAttr;
+            if (numVtxAttr) {
+                vtxAttrs = new AttrData[numVtxAttr];
+            }
+            if (numVtxUnis) {
+                vtxUniforms = new UniformData[numVtxUnis];
+            }
+            if (numFragUnis) {
+                fragUniforms = new UniformData[numFragUnis];
+            }
+        }
+        ~ProgramEntry() {
+            if (vtxAttrs) {
+                delete[] vtxAttrs;
+                vtxAttrs = NULL;
+            }
+            if (vtxUniforms) {
+                delete[] vtxUniforms;
+                vtxUniforms = NULL;
+            }
+            if (fragUniforms) {
+                delete[] fragUniforms;
+                fragUniforms = NULL;
+            }
+        }
+        uint32_t vtx;
+        uint32_t frag;
+        uint32_t program;
+        uint32_t vtxAttrCount;
+        AttrData *vtxAttrs;
+        UniformData *vtxUniforms;
+        UniformData *fragUniforms;
+    };
+    android::Vector<ProgramEntry*> mEntries;
+    ProgramEntry *mCurrent;
+
+    bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
+    void populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data);
+    void updateUniformArrayData(const android::renderscript::Context *rsc,
+                                RsdShader *prog, uint32_t linkedID,
+                                UniformData *data, const char* logTag,
+                                UniformQueryData **uniformList, uint32_t uniListSize);
+};
+
+
+#endif //ANDROID_RSD_SHADER_CACHE_H
+
+
+
+