Add the Renderscript library. (Not in the build by default yet.)

This library can be used to create animated 3D User Interfaces.

This library is currently under heavy development, so it's not part of
the build by default.

In order to build this library, you must define

   BUILD_RENDERSCRIPT=true

in your build environment.

You will also have to manually edit

 build/core/prelink-linux-arm.map

And add libRS and libRS_jni at the end like this (exact address may change.)

libRS.so                0x9A100000
libRS_jni.so            0x9A000000
diff --git a/rsContext.h b/rsContext.h
new file mode 100644
index 0000000..9d96a06
--- /dev/null
+++ b/rsContext.h
@@ -0,0 +1,123 @@
+/*
+ * 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_RS_CONTEXT_H
+#define ANDROID_RS_CONTEXT_H
+
+#include <utils/Vector.h>
+#include <ui/EGLNativeWindowSurface.h>
+#include <ui/Surface.h>
+
+#include "rsType.h"
+#include "rsMatrix.h"
+#include "rsAllocation.h"
+#include "rsTriangleMesh.h"
+#include "rsDevice.h"
+#include "rsScriptC.h"
+#include "rsAllocation.h"
+#include "rsAdapter.h"
+#include "rsSampler.h"
+#include "rsProgramFragment.h"
+#include "rsProgramFragmentStore.h"
+#include "rsProgramVertex.h"
+
+#include "rsgApiStructs.h"
+#include "rsLocklessFifo.h"
+
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+
+class Context 
+{
+public:
+    Context(Device *, Surface *);
+    ~Context();
+
+
+    //StructuredAllocationContext mStateAllocation;
+    ElementState mStateElement;
+    TypeState mStateType;
+    SamplerState mStateSampler;
+    ProgramFragmentState mStateFragment;
+    ProgramFragmentStoreState mStateFragmentStore;
+    ProgramVertexState mStateVertex;
+
+    TriangleMeshContext mStateTriangleMesh;
+
+    ScriptCState mScriptC;
+
+    static Context * getContext() {return gCon;}
+
+    void swapBuffers();
+    void setRootScript(Script *);
+    void setVertex(ProgramVertex *);
+    void setFragment(ProgramFragment *);
+    void setFragmentStore(ProgramFragmentStore *);
+
+    void updateSurface(void *sur);
+
+    const ProgramFragment * getFragment() {return mFragment.get();}
+    const ProgramFragmentStore * getFragmentStore() {return mFragmentStore.get();}
+
+    void setupCheck();
+
+protected:
+    Device *mDev;
+
+    EGLint mNumConfigs;
+    EGLint mMajorVersion;
+    EGLint mMinorVersion;
+    EGLConfig mConfig;
+    EGLContext mContext;
+    EGLSurface mSurface;
+    EGLint mWidth;
+    EGLint mHeight;
+    EGLDisplay mDisplay;
+
+    bool mRunning;
+    bool mExit;
+
+    LocklessCommandFifo mServerCommands;
+    LocklessCommandFifo mServerReturns;
+
+    pthread_t mThreadId;
+
+    ObjectBaseRef<Script> mRootScript;
+    ObjectBaseRef<ProgramFragment> mFragment;
+    ObjectBaseRef<ProgramVertex> mVertex;
+    ObjectBaseRef<ProgramFragmentStore> mFragmentStore;
+
+private:
+    Context();
+
+    void initEGL();
+
+    void runRootScript();
+
+    static void * threadProc(void *);
+
+    // todo: put in TLS
+    static Context *gCon;
+    Surface *mWndSurface;
+};
+
+
+}
+}
+#endif