Begin gl2 support. Renderscript still uses GL1.1 by default. However, 2.0 can be enabled and will render most tests correctly.
diff --git a/libs/rs/rsShaderCache.h b/libs/rs/rsShaderCache.h
new file mode 100644
index 0000000..4d9f8ec
--- /dev/null
+++ b/libs/rs/rsShaderCache.h
@@ -0,0 +1,74 @@
+/*
+ * Copyright (C) 2009 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_SHADER_CACHE_H
+#define ANDROID_SHADER_CACHE_H
+
+
+#include "rsObjectBase.h"
+#include "rsVertexArray.h"
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+
+// An element is a group of Components that occupies one cell in a structure.
+class ShaderCache
+{
+public:
+ ShaderCache();
+ virtual ~ShaderCache();
+
+ bool lookup(ProgramVertex *, ProgramFragment *);
+
+ void cleanupVertex(uint32_t id);
+ void cleanupFragment(uint32_t id);
+
+ void cleanupAll();
+
+ int32_t vtxAttribSlot(uint32_t a) const {return mCurrent->mVtxAttribSlots[a];}
+ int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->mVtxUniformSlots[a];}
+ int32_t fragAttribSlot(uint32_t a) const {return mCurrent->mFragAttribSlots[a];}
+ int32_t fragUniformSlot(uint32_t a) const {return mCurrent->mFragUniformSlots[a];}
+
+protected:
+ typedef struct {
+ uint32_t vtx;
+ uint32_t frag;
+ uint32_t program;
+ int32_t mVtxAttribSlots[Program::MAX_ATTRIBS];
+ int32_t mVtxUniformSlots[Program::MAX_UNIFORMS];
+ int32_t mFragAttribSlots[Program::MAX_ATTRIBS];
+ int32_t mFragUniformSlots[Program::MAX_UNIFORMS];
+ } entry_t;
+ entry_t *mEntries;
+ entry_t *mCurrent;
+
+ uint32_t mEntryCount;
+ uint32_t mEntryAllocationCount;
+
+};
+
+
+
+}
+}
+#endif //ANDROID_SHADER_CACHE_H
+
+
+
+