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/rsScriptC.cpp b/rsScriptC.cpp
new file mode 100644
index 0000000..f825e6e
--- /dev/null
+++ b/rsScriptC.cpp
@@ -0,0 +1,454 @@
+/*
+ * 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.
+ */
+
+#include "rsContext.h"
+#include "rsScriptC.h"
+#include "rsMatrix.h"
+
+using namespace android;
+using namespace android::renderscript;
+
+
+ScriptC::ScriptC()
+{
+    mScript = NULL;
+}
+
+ScriptC::~ScriptC()
+{
+}
+
+static void matrixLoadIdentity(void *con, rsc_Matrix *mat)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadIdentity();
+}
+
+static void matrixLoadFloat(void *con, rsc_Matrix *mat, const float *f)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->load(f);
+}
+
+static void matrixLoadMat(void *con, rsc_Matrix *mat, const rsc_Matrix *newmat)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->load(reinterpret_cast<const Matrix *>(newmat));
+}
+
+static void matrixLoadRotate(void *con, rsc_Matrix *mat, float rot, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadRotate(rot, x, y, z);
+}
+
+static void matrixLoadScale(void *con, rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadScale(x, y, z);
+}
+
+static void matrixLoadTranslate(void *con, rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadTranslate(x, y, z);
+}
+
+static void matrixLoadMultiply(void *con, rsc_Matrix *mat, const rsc_Matrix *lhs, const rsc_Matrix *rhs)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadMultiply(reinterpret_cast<const Matrix *>(lhs),
+                    reinterpret_cast<const Matrix *>(rhs));
+}
+
+static void matrixMultiply(void *con, rsc_Matrix *mat, const rsc_Matrix *rhs)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->multiply(reinterpret_cast<const Matrix *>(rhs));
+}
+
+static void matrixRotate(void *con, rsc_Matrix *mat, float rot, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->rotate(rot, x, y, z);
+}
+
+static void matrixScale(void *con, rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->scale(x, y, z);
+}
+
+static void matrixTranslate(void *con, rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->translate(x, y, z);
+}
+
+
+static const void * loadVp(void *vp, uint32_t bank, uint32_t offset)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    return &static_cast<const uint8_t *>(env->mScript->mSlots[bank]->getPtr())[offset];
+}
+
+static float loadF(void *vp, uint32_t bank, uint32_t offset)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    //LOGE("bank %i, offset %i", bank, offset);
+    //LOGE("%p", env->mScript->mSlots[bank]->getPtr());
+    return static_cast<const float *>(env->mScript->mSlots[bank]->getPtr())[offset];
+}
+
+static int32_t loadI32(void *vp, uint32_t bank, uint32_t offset)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    return static_cast<const int32_t *>(env->mScript->mSlots[bank]->getPtr())[offset];
+}
+
+static uint32_t loadU32(void *vp, uint32_t bank, uint32_t offset)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    return static_cast<const uint32_t *>(env->mScript->mSlots[bank]->getPtr())[offset];
+}
+
+static void loadEnvVec4(void *vp, uint32_t bank, uint32_t offset, rsc_Vector4 *v)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    memcpy(v, &static_cast<const float *>(env->mScript->mSlots[bank]->getPtr())[offset], sizeof(rsc_Vector4));
+}
+
+static void loadEnvMatrix(void *vp, uint32_t bank, uint32_t offset, rsc_Matrix *m)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    memcpy(m, &static_cast<const float *>(env->mScript->mSlots[bank]->getPtr())[offset], sizeof(rsc_Matrix));
+}
+
+
+static void storeF(void *vp, uint32_t bank, uint32_t offset, float v)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    static_cast<float *>(env->mScript->mSlots[bank]->getPtr())[offset] = v;
+}
+
+static void storeI32(void *vp, uint32_t bank, uint32_t offset, int32_t v)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    static_cast<int32_t *>(env->mScript->mSlots[bank]->getPtr())[offset] = v;
+}
+
+static void storeU32(void *vp, uint32_t bank, uint32_t offset, uint32_t v)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    static_cast<uint32_t *>(env->mScript->mSlots[bank]->getPtr())[offset] = v;
+}
+
+static void storeEnvVec4(void *vp, uint32_t bank, uint32_t offset, const rsc_Vector4 *v)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    memcpy(&static_cast<float *>(env->mScript->mSlots[bank]->getPtr())[offset], v, sizeof(rsc_Vector4));
+}
+
+static void storeEnvMatrix(void *vp, uint32_t bank, uint32_t offset, const rsc_Matrix *m)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    memcpy(&static_cast<float *>(env->mScript->mSlots[bank]->getPtr())[offset], m, sizeof(rsc_Matrix));
+}
+
+
+static void color(void *vp, float r, float g, float b, float a)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    glColor4f(r, g, b, a);
+}
+
+static void renderTriangleMesh(void *vp, RsTriangleMesh mesh)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_TriangleMeshRender(env->mContext, mesh);
+}
+
+static void renderTriangleMeshRange(void *vp, RsTriangleMesh mesh, uint32_t start, uint32_t count)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_TriangleMeshRenderRange(env->mContext, mesh, start, count);
+}
+
+static void materialDiffuse(void *vp, float r, float g, float b, float a)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    float v[] = {r, g, b, a};
+    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, v);
+}
+
+static void materialSpecular(void *vp, float r, float g, float b, float a)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    float v[] = {r, g, b, a};
+    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, v);
+}
+
+static void lightPosition(void *vp, float x, float y, float z, float w)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    float v[] = {x, y, z, w};
+    glLightfv(GL_LIGHT0, GL_POSITION, v);
+}
+
+static void materialShininess(void *vp, float s)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &s);
+}
+
+static void uploadToTexture(void *vp, RsAllocation va, uint32_t baseMipLevel)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_AllocationUploadToTexture(env->mContext, va, baseMipLevel);
+}
+
+static void enable(void *vp, uint32_t p)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    glEnable(p);
+}
+
+static void disable(void *vp, uint32_t p)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    glDisable(p);
+}
+
+static uint32_t scriptRand(void *vp, uint32_t max)
+{
+    return (uint32_t)(((float)rand()) * max / RAND_MAX);
+}
+
+// Assumes (GL_FIXED) x,y,z (GL_UNSIGNED_BYTE)r,g,b,a
+static void drawTriangleArray(void *vp, RsAllocation alloc, uint32_t count)
+{
+    const Allocation *a = (const Allocation *)alloc;
+    const uint32_t *ptr = (const uint32_t *)a->getPtr();
+
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    env->mContext->setupCheck();
+
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
+
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glDisableClientState(GL_NORMAL_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+
+    glVertexPointer(2, GL_FIXED, 12, ptr + 1);
+    //glTexCoordPointer(2, GL_FIXED, 24, ptr + 1);
+    glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);
+
+    glDrawArrays(GL_TRIANGLES, 0, count * 3);
+}
+
+static void pfBindTexture(void *vp, RsProgramFragment vpf, uint32_t slot, RsAllocation va)
+{
+    //LOGE("pfBindTexture %p", vpf);
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_ProgramFragmentBindTexture(env->mContext, 
+                                   static_cast<ProgramFragment *>(vpf),
+                                   slot,
+                                   static_cast<Allocation *>(va));
+
+}
+
+static void pfBindSampler(void *vp, RsProgramFragment vpf, uint32_t slot, RsSampler vs)
+{
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_ProgramFragmentBindSampler(env->mContext, 
+                                   static_cast<ProgramFragment *>(vpf),
+                                   slot,
+                                   static_cast<Sampler *>(vs));
+
+}
+
+static void contextBindProgramFragmentStore(void *vp, RsProgramFragmentStore pfs)
+{
+    //LOGE("contextBindProgramFragmentStore %p", pfs);
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_ContextBindProgramFragmentStore(env->mContext, pfs);
+
+}
+
+static void contextBindProgramFragment(void *vp, RsProgramFragment pf)
+{
+    //LOGE("contextBindProgramFragment %p", pf);
+    ScriptC::Env * env = static_cast<ScriptC::Env *>(vp);
+    rsi_ContextBindProgramFragment(env->mContext, pf);
+
+}
+
+
+static rsc_FunctionTable scriptCPtrTable = {
+    loadVp,
+    loadF,
+    loadI32,
+    loadU32,
+    loadEnvVec4,
+    loadEnvMatrix,
+
+    storeF,
+    storeI32,
+    storeU32,
+    storeEnvVec4,
+    storeEnvMatrix,
+
+    matrixLoadIdentity,
+    matrixLoadFloat,
+    matrixLoadMat,
+    matrixLoadRotate,
+    matrixLoadScale,
+    matrixLoadTranslate,
+    matrixLoadMultiply,
+    matrixMultiply,
+    matrixRotate,
+    matrixScale,
+    matrixTranslate,
+
+    color,
+    renderTriangleMesh,
+    renderTriangleMeshRange,
+
+    pfBindTexture,
+    pfBindSampler,
+
+    materialDiffuse,
+    materialSpecular,
+    lightPosition,
+    materialShininess,
+    uploadToTexture,
+    enable,
+    disable,
+
+    scriptRand,
+    drawTriangleArray,
+    contextBindProgramFragment,
+    contextBindProgramFragmentStore
+};
+
+
+void ScriptC::run(Context *rsc, uint32_t launchID)
+{
+    Env e = {rsc, this};
+    mScript(&e, &scriptCPtrTable, launchID);
+}
+
+ScriptCState::ScriptCState()
+{
+    clear();
+}
+
+ScriptCState::~ScriptCState()
+{
+}
+
+void ScriptCState::clear()
+{
+    mConstantBufferTypes.clear();
+    mClearColor[0] = 0;
+    mClearColor[1] = 0;
+    mClearColor[2] = 0;
+    mClearColor[3] = 1;
+    mClearDepth = 1;
+    mClearStencil = 0;
+    mScript = NULL;
+    mIsRoot = false;
+    mIsOrtho = true;
+}
+
+namespace android {
+namespace renderscript {
+
+void rsi_ScriptCBegin(Context * rsc)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->clear();
+}
+
+void rsi_ScriptCSetClearColor(Context * rsc, float r, float g, float b, float a)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mClearColor[0] = r;
+    ss->mClearColor[1] = g;
+    ss->mClearColor[2] = b;
+    ss->mClearColor[3] = a;
+}
+
+void rsi_ScriptCSetClearDepth(Context * rsc, float v)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mClearDepth = v;
+}
+
+void rsi_ScriptCSetClearStencil(Context * rsc, uint32_t v)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mClearStencil = v;
+}
+
+void rsi_ScriptCAddType(Context * rsc, RsType vt)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mConstantBufferTypes.add(static_cast<const Type *>(vt));
+}
+
+void rsi_ScriptCSetScript(Context * rsc, void *vp)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mScript = reinterpret_cast<rsc_RunScript>(vp);
+}
+
+void rsi_ScriptCSetRoot(Context * rsc, bool isRoot)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mIsRoot = isRoot;
+}
+
+void rsi_ScriptCSetOrtho(Context * rsc, bool isOrtho)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+    ss->mIsOrtho = isOrtho;
+}
+
+RsScript rsi_ScriptCCreate(Context * rsc)
+{
+    ScriptCState *ss = &rsc->mScriptC;
+
+    ScriptC *s = new ScriptC();
+    s->mScript = ss->mScript;
+    s->mClearColor[0] = ss->mClearColor[0];
+    s->mClearColor[1] = ss->mClearColor[1];
+    s->mClearColor[2] = ss->mClearColor[2];
+    s->mClearColor[3] = ss->mClearColor[3];
+    s->mClearDepth = ss->mClearDepth;
+    s->mClearStencil = ss->mClearStencil;
+    s->mIsRoot = ss->mIsRoot;
+    s->mIsOrtho = ss->mIsOrtho;
+
+    return s;
+}
+
+}
+}
+
+