Start seperating out RS compute implementation. Create hal
layer to seperate from runtime.
Change-Id: Idf5c1261be4131690d25c15948e98324e979b4f9
diff --git a/rsScriptC.h b/rsScriptC.h
index 2c74b5b..da5cb2b 100644
--- a/rsScriptC.h
+++ b/rsScriptC.h
@@ -21,7 +21,6 @@
#include "RenderScriptEnv.h"
-struct BCCOpaqueScript;
// ---------------------------------------------------------------------------
namespace android {
@@ -36,21 +35,6 @@
ScriptC(Context *);
virtual ~ScriptC();
- struct Program_t {
- int mVersionMajor;
- int mVersionMinor;
-
- RunScript_t mRoot;
- VoidFunc_t mInit;
-
- uint32_t * mObjectSlotList;
- uint32_t mObjectSlotCount;
- };
-
-
- Program_t mProgram;
-
- BCCOpaqueScript *mBccScript;
const Allocation *ptrToAllocation(const void *) const;
@@ -69,6 +53,9 @@
virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_SCRIPT_C; }
static Type *createFromStream(Context *rsc, IStream *stream) { return NULL; }
+ bool runCompiler(Context *rsc, const char *resName, const char *cacheDir,
+ const uint8_t *bitcode, size_t bitcodeLen);
+
protected:
void setupScript(Context *);
void setupGLState(Context *);
@@ -83,8 +70,6 @@
char * mScriptText;
size_t mScriptLen;
- bool runCompiler(Context *rsc, ScriptC *s, const char *resName, const char *cacheDir);
-
struct SymbolTable_t {
const char * mName;
void * mPtr;