Shader changes to allow for more flexible constant binding.

Change-Id: Ic66e6e2a371c6e3d5dce1b00f63acab8c09bd110
diff --git a/graphics/java/android/renderscript/ProgramFragment.java b/graphics/java/android/renderscript/ProgramFragment.java
index 04091a3..00c5cf1 100644
--- a/graphics/java/android/renderscript/ProgramFragment.java
+++ b/graphics/java/android/renderscript/ProgramFragment.java
@@ -62,9 +62,9 @@
         }
     }
 
-    public static class Builder {
+    public static class Builder extends ShaderBuilder {
         public static final int MAX_TEXTURE = 2;
-        RenderScript mRS;
+        int mNumTextures;
         boolean mPointSpriteEnable;
         boolean mVaryingColorEnable;
 
@@ -101,7 +101,72 @@
         }
         Slot[] mSlots;
 
+        private void buildShaderString() {
+            mShader  = "//rs_shader_internal\n";
+            mShader += "varying lowp vec4 varColor;\n";
+            mShader += "varying vec4 varTex0;\n";
+
+            mShader += "void main() {\n";
+            if (mVaryingColorEnable) {
+                mShader += "  lowp vec4 col = varColor;\n";
+            } else {
+                mShader += "  lowp vec4 col = UNI_Color;\n";
+            }
+
+            if (mNumTextures != 0) {
+                if (mPointSpriteEnable) {
+                    mShader += "  vec2 t0 = gl_PointCoord;\n";
+                } else {
+                    mShader += "  vec2 t0 = varTex0.xy;\n";
+                }
+            }
+
+            for(int i = 0; i < mNumTextures; i ++) {
+                switch(mSlots[i].env) {
+                case REPLACE:
+                    switch (mSlots[i].format) {
+                    case ALPHA:
+                        mShader += "  col.a = texture2D(UNI_Tex0, t0).a;\n";
+                        break;
+                    case LUMINANCE_ALPHA:
+                        mShader += "  col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
+                        break;
+                    case RGB:
+                        mShader += "  col.rgb = texture2D(UNI_Tex0, t0).rgb;\n";
+                        break;
+                    case RGBA:
+                        mShader += "  col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
+                        break;
+                    }
+                    break;
+                case MODULATE:
+                    switch (mSlots[i].format) {
+                    case ALPHA:
+                        mShader += "  col.a *= texture2D(UNI_Tex0, t0).a;\n";
+                        break;
+                    case LUMINANCE_ALPHA:
+                        mShader += "  col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
+                        break;
+                    case RGB:
+                        mShader += "  col.rgb *= texture2D(UNI_Tex0, t0).rgb;\n";
+                        break;
+                    case RGBA:
+                        mShader += "  col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
+                        break;
+                    }
+                    break;
+                case DECAL:
+                    mShader += "  col = texture2D(UNI_Tex0, t0);\n";
+                    break;
+                }
+            }
+
+            mShader += "  gl_FragColor = col;\n";
+            mShader += "}\n";
+        }
+
         public Builder(RenderScript rs) {
+            super(rs);
             mRS = rs;
             mSlots = new Slot[MAX_TEXTURE];
             mPointSpriteEnable = false;
@@ -126,22 +191,35 @@
             return this;
         }
 
+        @Override
         public ProgramFragment create() {
-            mRS.validate();
-            int[] tmp = new int[MAX_TEXTURE * 2 + 2];
-            if (mSlots[0] != null) {
-                tmp[0] = mSlots[0].env.mID;
-                tmp[1] = mSlots[0].format.mID;
+            mNumTextures = 0;
+            for(int i = 0; i < MAX_TEXTURE; i ++) {
+                if(mSlots[i] != null) {
+                    mNumTextures ++;
+                }
             }
-            if (mSlots[1] != null) {
-                tmp[2] = mSlots[1].env.mID;
-                tmp[3] = mSlots[1].format.mID;
+            buildShaderString();
+            Type constType = null;
+            if (!mVaryingColorEnable) {
+                Element.Builder b = new Element.Builder(mRS);
+                b.add(Element.F32_4(mRS), "Color");
+                Type.Builder typeBuilder = new Type.Builder(mRS, b.create());
+                typeBuilder.add(Dimension.X, 1);
+                constType = typeBuilder.create();
+                addConstant(constType);
             }
-            tmp[4] = mPointSpriteEnable ? 1 : 0;
-            tmp[5] = mVaryingColorEnable ? 1 : 0;
-            int id = mRS.nProgramFragmentCreate(tmp);
-            ProgramFragment pf = new ProgramFragment(id, mRS);
+            setTextureCount(mNumTextures);
+
+            ProgramFragment pf = super.create();
             pf.mTextureCount = MAX_TEXTURE;
+            if (!mVaryingColorEnable) {
+                Allocation constantData = Allocation.createTyped(mRS,constType);
+                float[] data = new float[4];
+                data[0] = data[1] = data[2] = data[3] = 1.0f;
+                constantData.data(data);
+                pf.bindConstants(constantData, 0);
+            }
             return pf;
         }
     }
diff --git a/graphics/java/android/renderscript/ProgramVertex.java b/graphics/java/android/renderscript/ProgramVertex.java
index b072433..119db69 100644
--- a/graphics/java/android/renderscript/ProgramVertex.java
+++ b/graphics/java/android/renderscript/ProgramVertex.java
@@ -17,6 +17,7 @@
 package android.renderscript;
 
 
+import android.graphics.Matrix;
 import android.util.Config;
 import android.util.Log;
 
@@ -38,29 +39,6 @@
         bindConstants(va.mAlloc, 0);
     }
 
-
-    public static class Builder {
-        RenderScript mRS;
-        boolean mTextureMatrixEnable;
-
-        public Builder(RenderScript rs, Element in, Element out) {
-            mRS = rs;
-        }
-        public Builder(RenderScript rs) {
-            mRS = rs;
-        }
-
-        public Builder setTextureMatrixEnable(boolean enable) {
-            mTextureMatrixEnable = enable;
-            return this;
-        }
-
-        public ProgramVertex create() {
-            int id = mRS.nProgramVertexCreate(mTextureMatrixEnable);
-            return new ProgramVertex(id, mRS);
-        }
-    }
-
     public static class ShaderBuilder extends BaseProgramBuilder {
         public ShaderBuilder(RenderScript rs) {
             super(rs);
@@ -93,6 +71,68 @@
         }
     }
 
+    public static class Builder extends ShaderBuilder {
+        boolean mTextureMatrixEnable;
+
+        public Builder(RenderScript rs, Element in, Element out) {
+            super(rs);
+        }
+        public Builder(RenderScript rs) {
+            super(rs);
+        }
+
+        public Builder setTextureMatrixEnable(boolean enable) {
+            mTextureMatrixEnable = enable;
+            return this;
+        }
+        static Type getConstantInputType(RenderScript rs) {
+            Element.Builder b = new Element.Builder(rs);
+            b.add(Element.MATRIX4X4(rs), "MV");
+            b.add(Element.MATRIX4X4(rs), "P");
+            b.add(Element.MATRIX4X4(rs), "TexMatrix");
+            b.add(Element.MATRIX4X4(rs), "MVP");
+
+            Type.Builder typeBuilder = new Type.Builder(rs, b.create());
+            typeBuilder.add(Dimension.X, 1);
+            return typeBuilder.create();
+        }
+
+        private void buildShaderString() {
+
+            mShader  = "//rs_shader_internal\n";
+            mShader += "varying vec4 varColor;\n";
+            mShader += "varying vec4 varTex0;\n";
+
+            mShader += "void main() {\n";
+            mShader += "  gl_Position = UNI_MVP * ATTRIB_position;\n";
+            mShader += "  gl_PointSize = 1.0;\n";
+
+            mShader += "  varColor = ATTRIB_color;\n";
+            if (mTextureMatrixEnable) {
+                mShader += "  varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n";
+            } else {
+                mShader += "  varTex0 = ATTRIB_texture0;\n";
+            }
+            mShader += "}\n";
+        }
+
+        @Override
+        public ProgramVertex create() {
+            buildShaderString();
+
+            addConstant(getConstantInputType(mRS));
+
+            Element.Builder b = new Element.Builder(mRS);
+            b.add(Element.F32_4(mRS), "position");
+            b.add(Element.F32_4(mRS), "color");
+            b.add(Element.F32_3(mRS), "normal");
+            b.add(Element.F32_4(mRS), "texture0");
+            addInput(b.create());
+
+            return super.create();
+        }
+    }
+
 
 
     public static class MatrixAllocation {
@@ -105,9 +145,14 @@
         Matrix4f mTexture;
 
         public Allocation mAlloc;
+        private FieldPacker mIOBuffer;
 
         public MatrixAllocation(RenderScript rs) {
-            mAlloc = Allocation.createSized(rs, Element.createUser(rs, Element.DataType.FLOAT_32), 48);
+            Type constInputType = ProgramVertex.Builder.getConstantInputType(rs);
+            mAlloc = Allocation.createTyped(rs, constInputType);
+            int bufferSize = constInputType.getElement().getSizeBytes()*
+                             constInputType.getElementCount();
+            mIOBuffer = new FieldPacker(bufferSize);
             loadModelview(new Matrix4f());
             loadProjection(new Matrix4f());
             loadTexture(new Matrix4f());
@@ -118,24 +163,32 @@
             mAlloc = null;
         }
 
+        private void addToBuffer(int offset, Matrix4f m) {
+            mIOBuffer.reset(offset);
+            for(int i = 0; i < 16; i ++) {
+                mIOBuffer.addF32(m.mMat[i]);
+            }
+            mAlloc.data(mIOBuffer.getData());
+        }
+
         public void loadModelview(Matrix4f m) {
             mModel = m;
-            mAlloc.subData1D(MODELVIEW_OFFSET, 16, m.mMat);
+            addToBuffer(MODELVIEW_OFFSET*4, m);
         }
 
         public void loadProjection(Matrix4f m) {
             mProjection = m;
-            mAlloc.subData1D(PROJECTION_OFFSET, 16, m.mMat);
+            addToBuffer(PROJECTION_OFFSET*4, m);
         }
 
         public void loadTexture(Matrix4f m) {
             mTexture = m;
-            mAlloc.subData1D(TEXTURE_OFFSET, 16, m.mMat);
+            addToBuffer(TEXTURE_OFFSET*4, m);
         }
 
         public void setupOrthoWindow(int w, int h) {
             mProjection.loadOrtho(0,w, h,0, -1,1);
-            mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
+            addToBuffer(PROJECTION_OFFSET*4, mProjection);
         }
 
         public void setupOrthoNormalized(int w, int h) {
@@ -147,7 +200,7 @@
                 float aspect = ((float)h) / w;
                 mProjection.loadOrtho(-1,1, -aspect,aspect,  -1,1);
             }
-            mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
+            addToBuffer(PROJECTION_OFFSET*4, mProjection);
         }
 
         public void setupProjectionNormalized(int w, int h) {
@@ -173,7 +226,7 @@
             m1.loadMultiply(m1, m2);
 
             mProjection = m1;
-            mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
+            addToBuffer(PROJECTION_OFFSET*4, mProjection);
         }
 
     }
diff --git a/libs/rs/RenderScriptEnv.h b/libs/rs/RenderScriptEnv.h
index 9225904..c83ece4 100644
--- a/libs/rs/RenderScriptEnv.h
+++ b/libs/rs/RenderScriptEnv.h
@@ -28,4 +28,4 @@
 #define RS_PROGRAM_VERTEX_MODELVIEW_OFFSET 0
 #define RS_PROGRAM_VERTEX_PROJECTION_OFFSET 16
 #define RS_PROGRAM_VERTEX_TEXTURE_OFFSET 32
-
+#define RS_PROGRAM_VERTEX_MVP_OFFSET 48
diff --git a/libs/rs/java/Samples/res/raw/shaderf.glsl b/libs/rs/java/Samples/res/raw/shaderf.glsl
index fdcf481..fcbe7ee 100644
--- a/libs/rs/java/Samples/res/raw/shaderf.glsl
+++ b/libs/rs/java/Samples/res/raw/shaderf.glsl
@@ -3,10 +3,11 @@
 varying lowp float light0_Specular;
 varying lowp float light1_Diffuse;
 varying lowp float light1_Specular;
+varying vec2 varTex0;
 
 void main() {
    vec2 t0 = varTex0.xy;
-   lowp vec4 col = texture2D(uni_Tex0, t0).rgba;
+   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
    col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor + light1_Diffuse * UNI_light1_DiffuseColor);
    col.xyz += light0_Specular * UNI_light0_SpecularColor;
    col.xyz += light1_Specular * UNI_light1_SpecularColor;
diff --git a/libs/rs/java/Samples/res/raw/shaderv.glsl b/libs/rs/java/Samples/res/raw/shaderv.glsl
index 7f61197..867589cf 100644
--- a/libs/rs/java/Samples/res/raw/shaderv.glsl
+++ b/libs/rs/java/Samples/res/raw/shaderv.glsl
@@ -2,24 +2,12 @@
 varying float light0_Specular;
 varying float light1_Diffuse;
 varying float light1_Specular;
-
-/*
-rs_matrix4x4 model;
- float3 light0_Posision;
- float light0_Diffuse;
- float light0_Specular;
- float light0_CosinePower;
-
- float3 light1_Posision;
- float light1_Diffuse;
- float light1_Specular;
- float light1_CosinePower;
-*/
+varying vec2 varTex0;
 
 // This is where actual shader code begins
 void main() {
    vec4 worldPos = UNI_model * ATTRIB_position;
-   gl_Position = UNI_MVP * worldPos;
+   gl_Position = UNI_proj * worldPos;
 
    mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
    vec3 worldNorm = model3 * ATTRIB_normal;
diff --git a/libs/rs/java/Samples/src/com/android/samples/RsRenderStatesRS.java b/libs/rs/java/Samples/src/com/android/samples/RsRenderStatesRS.java
index e76e740..d920527 100644
--- a/libs/rs/java/Samples/src/com/android/samples/RsRenderStatesRS.java
+++ b/libs/rs/java/Samples/src/com/android/samples/RsRenderStatesRS.java
@@ -67,7 +67,6 @@
 
     // Custom shaders
     private ProgramVertex mProgVertexCustom;
-    private ProgramVertex.MatrixAllocation mPVACustom;
     private ProgramFragment mProgFragmentCustom;
     private ScriptField_VertexShaderConstants_s mVSConst;
     private ScriptField_FragentShaderConstants_s mFSConst;
@@ -202,9 +201,7 @@
         pvbCustom.addConstant(mVSConst.getAllocation().getType());
         mProgVertexCustom = pvbCustom.create();
         // Bind the source of constant data
-        mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 1);
-        mPVACustom = new ProgramVertex.MatrixAllocation(mRS);
-        mProgVertexCustom.bindAllocation(mPVACustom);
+        mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 0);
 
         ProgramFragment.ShaderBuilder pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
         // Specify the resource that contains the shader string
@@ -215,7 +212,7 @@
         pfbCustom.addConstant(mFSConst.getAllocation().getType());
         mProgFragmentCustom = pfbCustom.create();
         // Bind the source of constant data
-        mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 1);
+        mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 0);
 
         mScript.set_gProgVertexCustom(mProgVertexCustom);
         mScript.set_gProgFragmentCustom(mProgFragmentCustom);
diff --git a/libs/rs/java/Samples/src/com/android/samples/rsrenderstates.rs b/libs/rs/java/Samples/src/com/android/samples/rsrenderstates.rs
index 4bcf7f5..c7bea93 100644
--- a/libs/rs/java/Samples/src/com/android/samples/rsrenderstates.rs
+++ b/libs/rs/java/Samples/src/com/android/samples/rsrenderstates.rs
@@ -395,14 +395,12 @@
     rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -10.0f);
     rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
     rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
+    // Setup the projectioni matrix
+    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+    rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f);
     setupCustomShaderLights();
 
     rsgBindProgramVertex(gProgVertexCustom);
-    // Setup the projectioni matrix with 60 degree field of view
-    rs_matrix4x4 proj;
-    float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
-    rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
-    rsgProgramVertexLoadProjectionMatrix(&proj);
 
     // Fragment shader with texture
     rsgBindProgramStore(gProgStoreBlendNoneDepth);
@@ -416,7 +414,7 @@
 
     rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
     rsgBindFont(gFontMono);
-    rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10);
+    //rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10);
 }
 
 int root(int launchID) {
diff --git a/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh b/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
index 1b697ca..e3f6206 100644
--- a/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
+++ b/libs/rs/java/Samples/src/com/android/samples/shader_def.rsh
@@ -18,6 +18,7 @@
 
 typedef struct VertexShaderConstants_s {
     rs_matrix4x4 model;
+    rs_matrix4x4 proj;
     float3 light0_Posision;
     float light0_Diffuse;
     float light0_Specular;
@@ -27,7 +28,6 @@
     float light1_Diffuse;
     float light1_Specular;
     float light1_CosinePower;
-
 } VertexShaderConstants;
 
 typedef struct FragentShaderConstants_s {
@@ -42,6 +42,6 @@
 typedef struct VertexShaderInputs_s {
     float4 position;
     float3 normal;
-    float4 texture0;
+    float2 texture0;
 } VertexShaderInputs;
 
diff --git a/libs/rs/rsElement.cpp b/libs/rs/rsElement.cpp
index 0b7bb27..d0909c8 100644
--- a/libs/rs/rsElement.cpp
+++ b/libs/rs/rsElement.cpp
@@ -314,6 +314,11 @@
 
 ElementState::ElementState()
 {
+    const uint32_t initialCapacity = 32;
+    mBuilderElements.setCapacity(initialCapacity);
+    mBuilderNameStrings.setCapacity(initialCapacity);
+    mBuilderNameLengths.setCapacity(initialCapacity);
+    mBuilderArrays.setCapacity(initialCapacity);
 }
 
 ElementState::~ElementState()
@@ -321,6 +326,29 @@
     rsAssert(!mElements.size());
 }
 
+void ElementState::elementBuilderBegin() {
+    mBuilderElements.clear();
+    mBuilderNameStrings.clear();
+    mBuilderNameLengths.clear();
+    mBuilderArrays.clear();
+}
+
+void ElementState::elementBuilderAdd(const Element *e, const char *nameStr, uint32_t arraySize) {
+    mBuilderElements.push(e);
+    mBuilderNameStrings.push(nameStr);
+    mBuilderNameLengths.push(strlen(nameStr));
+    mBuilderArrays.push(arraySize);
+
+}
+
+const Element *ElementState::elementBuilderCreate(Context *rsc) {
+    return Element::create(rsc, mBuilderElements.size(),
+                                &(mBuilderElements.editArray()[0]),
+                                &(mBuilderNameStrings.editArray()[0]),
+                                mBuilderNameLengths.editArray(),
+                                mBuilderArrays.editArray());
+}
+
 
 /////////////////////////////////////////
 //
diff --git a/libs/rs/rsElement.h b/libs/rs/rsElement.h
index 42eef4a..ae6a6cc 100644
--- a/libs/rs/rsElement.h
+++ b/libs/rs/rsElement.h
@@ -99,8 +99,17 @@
     ElementState();
     ~ElementState();
 
+    void elementBuilderBegin();
+    void elementBuilderAdd(const Element *e, const char *nameStr, uint32_t arraySize);
+    const Element *elementBuilderCreate(Context *rsc);
+
     // Cache of all existing elements.
     Vector<Element *> mElements;
+private:
+    Vector<const Element *> mBuilderElements;
+    Vector<const char*> mBuilderNameStrings;
+    Vector<size_t> mBuilderNameLengths;
+    Vector<uint32_t> mBuilderArrays;
 };
 
 
diff --git a/libs/rs/rsFont.cpp b/libs/rs/rsFont.cpp
index 5889bfb..0f815a2 100644
--- a/libs/rs/rsFont.cpp
+++ b/libs/rs/rsFont.cpp
@@ -387,14 +387,34 @@
 
 void FontState::initRenderState()
 {
-    uint32_t tmp[] = {
-        RS_TEX_ENV_MODE_REPLACE, 1,
-        RS_TEX_ENV_MODE_NONE, 0,
-        0, 0
-    };
-    ProgramFragment *pf = new ProgramFragment(mRSC, tmp, 6);
+    String8 shaderString("varying vec4 varTex0;\n");
+    shaderString.append("void main() {\n");
+    shaderString.append("  lowp vec4 col = UNI_Color;\n");
+    shaderString.append("  col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n");
+    shaderString.append("  gl_FragColor = col;\n");
+    shaderString.append("}\n");
+
+    const Element *colorElem = Element::create(mRSC, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
+    mRSC->mStateElement.elementBuilderBegin();
+    mRSC->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
+    const Element *constInput = mRSC->mStateElement.elementBuilderCreate(mRSC);
+
+    Type *inputType = new Type(mRSC);
+    inputType->setElement(constInput);
+    inputType->setDimX(1);
+    inputType->compute();
+
+    uint32_t tmp[4];
+    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
+    tmp[1] = (uint32_t)inputType;
+    tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
+    tmp[3] = 1;
+
+    mFontShaderFConstant.set(new Allocation(mRSC, inputType));
+    ProgramFragment *pf = new ProgramFragment(mRSC, shaderString.string(),
+                                              shaderString.length(), tmp, 4);
     mFontShaderF.set(pf);
-    mFontShaderF->init(mRSC);
+    mFontShaderF->bindAllocation(mFontShaderFConstant.get(), 0);
 
     Sampler *sampler = new Sampler(mRSC, RS_SAMPLER_NEAREST, RS_SAMPLER_NEAREST,
                                       RS_SAMPLER_CLAMP, RS_SAMPLER_CLAMP, RS_SAMPLER_CLAMP);
@@ -539,7 +559,7 @@
     mRSC->setFragmentStore(mFontProgramStore.get());
 
     if(mFontColorDirty) {
-        mFontShaderF->setConstantColor(mFontColor[0], mFontColor[1], mFontColor[2], mFontColor[3]);
+        mFontShaderFConstant->data(mRSC, &mFontColor, 4*sizeof(float));
         mFontColorDirty = false;
     }
 
diff --git a/libs/rs/rsFont.h b/libs/rs/rsFont.h
index defe38b..027ed1d 100644
--- a/libs/rs/rsFont.h
+++ b/libs/rs/rsFont.h
@@ -171,6 +171,7 @@
     Vector<Font*> mActiveFonts;
 
     // Render state for the font
+    ObjectBaseRef<Allocation> mFontShaderFConstant;
     ObjectBaseRef<ProgramFragment> mFontShaderF;
     ObjectBaseRef<Sampler> mFontSampler;
     ObjectBaseRef<ProgramStore> mFontProgramStore;
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index 6041db8..2441491 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -46,6 +46,7 @@
     mOutputCount = 0;
     mConstantCount = 0;
     mIsValid = false;
+    mIsInternal = false;
 }
 
 Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength,
@@ -97,6 +98,14 @@
             mConstantTypes[constant++].set(reinterpret_cast<Type *>(params[ct+1]));
         }
     }
+    mIsInternal = false;
+    uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL);
+    if(shaderLength > internalTokenLen &&
+       strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) {
+        mIsInternal = true;
+        shaderText += internalTokenLen;
+        shaderLength -= internalTokenLen;
+    }
     mUserShader.setTo(shaderText, shaderLength);
 }
 
@@ -281,9 +290,9 @@
 }
 
 void Program::setupUserConstants(ShaderCache *sc, bool isFragment) {
-    uint32_t uidx = 1;
+    uint32_t uidx = 0;
     for (uint32_t ct=0; ct < mConstantCount; ct++) {
-        Allocation *alloc = mConstants[ct+1].get();
+        Allocation *alloc = mConstants[ct].get();
         if (!alloc) {
             continue;
         }
@@ -313,6 +322,9 @@
             if (slot >= 0) {
                 if(f->getType() == RS_TYPE_MATRIX_4X4) {
                     glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
+                    /*for(int i = 0; i < 4; i++) {
+                        LOGE("Mat = %f %f %f %f", fd[i*4 + 0], fd[i*4 + 1], fd[i*4 + 2], fd[i*4 + 3]);
+                    }*/
                 }
                 else if(f->getType() == RS_TYPE_MATRIX_3X3) {
                     glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index ddc5e8a..e7329c2 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -23,10 +23,10 @@
 // ---------------------------------------------------------------------------
 namespace android {
 namespace renderscript {
-
-
 class ShaderCache;
 
+#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
+
 class Program : public ObjectBase
 {
 public:
@@ -42,7 +42,7 @@
     void bindAllocation(Allocation *, uint32_t slot);
     virtual void createShader();
 
-    bool isUserProgram() const {return mUserShader.size() > 0;}
+    bool isUserProgram() const {return !mIsInternal;}
 
     void bindTexture(uint32_t slot, Allocation *);
     void bindSampler(uint32_t slot, Sampler *);
@@ -71,6 +71,7 @@
     uint32_t mOutputCount;
     uint32_t mConstantCount;
     bool mIsValid;
+    bool mIsInternal;
 
     // Applies to vertex and fragment shaders only
     void appendUserConstants();
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index 83321d3..3174e82 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -92,10 +92,14 @@
 
 void ProgramFragment::setConstantColor(float r, float g, float b, float a)
 {
+    if(isUserProgram()) {
+        return;
+    }
     mConstantColor[0] = r;
     mConstantColor[1] = g;
     mConstantColor[2] = b;
     mConstantColor[3] = a;
+    memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
     mDirty = true;
 }
 
@@ -114,13 +118,6 @@
 
     rsc->checkError("ProgramFragment::setupGL2 start");
 
-    if (!mVaryingColor &&
-        (sc->fragUniformSlot(mConstantColorUniformIndex) >= 0)) {
-        //LOGE("mConstantColorUniformIndex %i %i", mConstantColorUniformIndex, sc->fragUniformSlot(mConstantColorUniformIndex));
-        glUniform4fv(sc->fragUniformSlot(mConstantColorUniformIndex), 1, mConstantColor);
-        rsc->checkError("ProgramFragment::color setup");
-    }
-
     rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
     setupUserConstants(sc, true);
 
@@ -158,124 +155,32 @@
 
 void ProgramFragment::createShader()
 {
-    mShader.setTo("precision mediump float;\n");
-    mShader.append("varying lowp vec4 varColor;\n");
-    mShader.append("varying vec4 varTex0;\n");
-    mShader.append("uniform vec4 uni_Color;\n");
-
     if (mUserShader.length() > 1) {
+        mShader.append("precision mediump float;\n");
         appendUserConstants();
         for (uint32_t ct=0; ct < mTextureCount; ct++) {
             char buf[256];
-            sprintf(buf, "uniform sampler2D uni_Tex%i;\n", ct);
+            sprintf(buf, "uniform sampler2D UNI_Tex%i;\n", ct);
             mShader.append(buf);
         }
         mShader.append(mUserShader);
     } else {
-        uint32_t mask = mTextureEnableMask;
-        uint32_t texNum = 0;
-        while (mask) {
-            if (mask & 1) {
-                char buf[64];
-                mShader.append("uniform sampler2D uni_Tex");
-                sprintf(buf, "%i", texNum);
-                mShader.append(buf);
-                mShader.append(";\n");
-            }
-            mask >>= 1;
-            texNum++;
-        }
-
-
-        mShader.append("void main() {\n");
-        if (mVaryingColor) {
-            mShader.append("  lowp vec4 col = varColor;\n");
-        } else {
-            mShader.append("  lowp vec4 col = uni_Color;\n");
-        }
-
-        if (mTextureEnableMask) {
-            if (mPointSpriteEnable) {
-                mShader.append("  vec2 t0 = gl_PointCoord;\n");
-            } else {
-                mShader.append("  vec2 t0 = varTex0.xy;\n");
-            }
-        }
-
-        mask = mTextureEnableMask;
-        texNum = 0;
-        while (mask) {
-            if (mask & 1) {
-                switch(mEnvModes[texNum]) {
-                case RS_TEX_ENV_MODE_NONE:
-                    rsAssert(0);
-                    break;
-                case RS_TEX_ENV_MODE_REPLACE:
-                    switch(mTextureFormats[texNum]) {
-                    case 1:
-                        mShader.append("  col.a = texture2D(uni_Tex0, t0).a;\n");
-                        break;
-                    case 2:
-                        mShader.append("  col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
-                        break;
-                    case 3:
-                        mShader.append("  col.rgb = texture2D(uni_Tex0, t0).rgb;\n");
-                        break;
-                    case 4:
-                        mShader.append("  col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
-                        break;
-                    }
-                    break;
-                case RS_TEX_ENV_MODE_MODULATE:
-                    switch(mTextureFormats[texNum]) {
-                    case 1:
-                        mShader.append("  col.a *= texture2D(uni_Tex0, t0).a;\n");
-                        break;
-                    case 2:
-                        mShader.append("  col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
-                        break;
-                    case 3:
-                        mShader.append("  col.rgb *= texture2D(uni_Tex0, t0).rgb;\n");
-                        break;
-                    case 4:
-                        mShader.append("  col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
-                        break;
-                    }
-                    break;
-                case RS_TEX_ENV_MODE_DECAL:
-                    mShader.append("  col = texture2D(uni_Tex0, t0);\n");
-                    break;
-                }
-
-            }
-            mask >>= 1;
-            texNum++;
-        }
-
-        //mShader.append("  col.a = 1.0;\n");
-        //mShader.append("  col.r = 0.5;\n");
-
-        mShader.append("  gl_FragColor = col;\n");
-        mShader.append("}\n");
+        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
+        rsAssert(0);
     }
 }
 
 void ProgramFragment::init(Context *rsc)
 {
     mUniformCount = 0;
-    //if (!mVaryingColor) {
-        mConstantColorUniformIndex = mUniformCount;
-        mUniformNames[mUniformCount++].setTo("uni_Color");
-    //}
-
     if (mUserShader.size() > 0) {
         for (uint32_t ct=0; ct < mConstantCount; ct++) {
             initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
         }
     }
     mTextureUniformIndexStart = mUniformCount;
-    mUniformNames[mUniformCount++].setTo("uni_Tex0");
-    mUniformNames[mUniformCount++].setTo("uni_Tex1");
+    mUniformNames[mUniformCount++].setTo("UNI_Tex0");
+    mUniformNames[mUniformCount++].setTo("UNI_Tex1");
 
     createShader();
 }
@@ -303,12 +208,36 @@
 
 void ProgramFragmentState::init(Context *rsc)
 {
-    uint32_t tmp[] = {
-        RS_TEX_ENV_MODE_NONE, 0,
-        RS_TEX_ENV_MODE_NONE, 0,
-        0, 0
-    };
-    ProgramFragment *pf = new ProgramFragment(rsc, tmp, 6);
+    String8 shaderString(RS_SHADER_INTERNAL);
+    shaderString.append("varying lowp vec4 varColor;\n");
+    shaderString.append("varying vec4 varTex0;\n");
+    shaderString.append("void main() {\n");
+    shaderString.append("  lowp vec4 col = UNI_Color;\n");
+    shaderString.append("  gl_FragColor = col;\n");
+    shaderString.append("}\n");
+
+    const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
+    rsc->mStateElement.elementBuilderBegin();
+    rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
+    const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
+
+    Type *inputType = new Type(rsc);
+    inputType->setElement(constInput);
+    inputType->setDimX(1);
+    inputType->compute();
+
+    uint32_t tmp[4];
+    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
+    tmp[1] = (uint32_t)inputType;
+    tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
+    tmp[3] = 0;
+
+    Allocation *constAlloc = new Allocation(rsc, inputType);
+    ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
+                                              shaderString.length(), tmp, 4);
+    pf->bindAllocation(constAlloc, 0);
+    pf->setConstantColor(1.0f, 1.0f, 1.0f, 1.0f);
+
     mDefault.set(pf);
 }
 
diff --git a/libs/rs/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp
index 68e3705..28084d7 100644
--- a/libs/rs/rsProgramVertex.cpp
+++ b/libs/rs/rsProgramVertex.cpp
@@ -79,15 +79,7 @@
 
 void ProgramVertex::createShader()
 {
-    mShader.setTo("");
-
-    mShader.append("varying vec4 varColor;\n");
-    mShader.append("varying vec4 varTex0;\n");
-
     if (mUserShader.length() > 1) {
-        mShader.append("uniform mat4 ");
-        mShader.append(mUniformNames[0]);
-        mShader.append(";\n");
 
         appendUserConstants();
 
@@ -118,28 +110,8 @@
         }
         mShader.append(mUserShader);
     } else {
-        mShader.append("attribute vec4 ATTRIB_position;\n");
-        mShader.append("attribute vec4 ATTRIB_color;\n");
-        mShader.append("attribute vec3 ATTRIB_normal;\n");
-        mShader.append("attribute vec4 ATTRIB_texture0;\n");
-
-        for (uint32_t ct=0; ct < mUniformCount; ct++) {
-            mShader.append("uniform mat4 ");
-            mShader.append(mUniformNames[ct]);
-            mShader.append(";\n");
-        }
-
-        mShader.append("void main() {\n");
-        mShader.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
-        mShader.append("  gl_PointSize = 1.0;\n");
-
-        mShader.append("  varColor = ATTRIB_color;\n");
-        if (mTextureMatrixEnable) {
-            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n");
-        } else {
-            mShader.append("  varTex0 = ATTRIB_texture0;\n");
-        }
-        mShader.append("}\n");
+        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
+        rsAssert(0);
     }
 }
 
@@ -152,18 +124,16 @@
 
     rsc->checkError("ProgramVertex::setupGL2 start");
 
-    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
-
-    Matrix mvp;
-    mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
-    Matrix t;
-    t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
-    mvp.multiply(&t);
-
-    glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
-    if (mTextureMatrixEnable) {
-        glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
-                           &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
+    if(!isUserProgram()) {
+        float *f = static_cast<float *>(mConstants[0]->getPtr());
+        Matrix mvp;
+        mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
+        Matrix t;
+        t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
+        mvp.multiply(&t);
+        for(uint32_t i = 0; i < 16; i ++) {
+            f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i];
+        }
     }
 
     rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
@@ -183,6 +153,9 @@
 
 void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
 {
+    if(isUserProgram()) {
+        return;
+    }
     float *f = static_cast<float *>(mConstants[0]->getPtr());
     memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
     mDirty = true;
@@ -190,6 +163,9 @@
 
 void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
 {
+    if(isUserProgram()) {
+        return;
+    }
     float *f = static_cast<float *>(mConstants[0]->getPtr());
     memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
     mDirty = true;
@@ -197,6 +173,9 @@
 
 void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
 {
+    if(isUserProgram()) {
+        return;
+    }
     float *f = static_cast<float *>(mConstants[0]->getPtr());
     memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
     mDirty = true;
@@ -204,12 +183,18 @@
 
 void ProgramVertex::getProjectionMatrix(rsc_Matrix *m) const
 {
+    if(isUserProgram()) {
+        return;
+    }
     float *f = static_cast<float *>(mConstants[0]->getPtr());
     memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
 }
 
 void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
 {
+    if(isUserProgram()) {
+        return;
+    }
     float *f = static_cast<float *>(mConstants[0]->getPtr());
     Matrix mvp;
     mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
@@ -225,17 +210,11 @@
             initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
         }
 
-        mUniformCount = 1;
-        mUniformNames[0].setTo("UNI_MVP");
+        mUniformCount = 0;
         for (uint32_t ct=0; ct < mConstantCount; ct++) {
             initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
         }
-    } else {
-        mUniformCount = 2;
-        mUniformNames[0].setTo("UNI_MVP");
-        mUniformNames[1].setTo("UNI_TexMatrix");
     }
-
     createShader();
 }
 
@@ -262,41 +241,78 @@
 
 void ProgramVertexState::init(Context *rsc)
 {
-#ifndef ANDROID_RS_BUILD_FOR_HOST
-    RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
+    const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
+    const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
+    const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
 
-    rsi_TypeBegin(rsc, e);
-    rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
-    mAllocType.set((Type *)rsi_TypeCreate(rsc));
+    rsc->mStateElement.elementBuilderBegin();
+    rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1);
+    rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1);
+    rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1);
+    rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1);
+    const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
 
-    ProgramVertex *pv = new ProgramVertex(rsc, false);
-    Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
+    rsc->mStateElement.elementBuilderBegin();
+    rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
+    rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
+    rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
+    rsc->mStateElement.elementBuilderAdd(f4Elem, "texture0", 1);
+    const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
+
+    Type *inputType = new Type(rsc);
+    inputType->setElement(constInput);
+    inputType->setDimX(1);
+    inputType->compute();
+
+    String8 shaderString(RS_SHADER_INTERNAL);
+    shaderString.append("varying vec4 varColor;\n");
+    shaderString.append("varying vec4 varTex0;\n");
+    shaderString.append("void main() {\n");
+    shaderString.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
+    shaderString.append("  gl_PointSize = 1.0;\n");
+    shaderString.append("  varColor = ATTRIB_color;\n");
+    shaderString.append("  varTex0 = ATTRIB_texture0;\n");
+    shaderString.append("}\n");
+
+    uint32_t tmp[6];
+    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
+    tmp[1] = (uint32_t)inputType;
+    tmp[2] = RS_PROGRAM_PARAM_INPUT;
+    tmp[3] = (uint32_t)attrElem;
+    tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
+    tmp[5] = 0;
+
+    ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
+                                          shaderString.length(), tmp, 6);
+    Allocation *alloc = new Allocation(rsc, inputType);
+    pv->bindAllocation(alloc, 0);
 
     mDefaultAlloc.set(alloc);
     mDefault.set(pv);
-    pv->init(rsc);
     pv->bindAllocation(alloc, 0);
 
     updateSize(rsc);
-#endif //ANDROID_RS_BUILD_FOR_HOST
 
 }
 
 void ProgramVertexState::updateSize(Context *rsc)
 {
+    float *f = static_cast<float *>(mDefaultAlloc->getPtr());
+
     Matrix m;
     m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
-    mDefaultAlloc->subData(rsc, RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
+    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m));
+    memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m));
 
     m.loadIdentity();
-    mDefaultAlloc->subData(rsc, RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
+    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m));
+    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m));
 }
 
 void ProgramVertexState::deinit(Context *rsc)
 {
     mDefaultAlloc.clear();
     mDefault.clear();
-    mAllocType.clear();
     mLast.clear();
 }
 
diff --git a/libs/rs/rsProgramVertex.h b/libs/rs/rsProgramVertex.h
index 59fd3195..d6b3f5a 100644
--- a/libs/rs/rsProgramVertex.h
+++ b/libs/rs/rsProgramVertex.h
@@ -79,8 +79,6 @@
     ObjectBaseRef<ProgramVertex> mDefault;
     ObjectBaseRef<ProgramVertex> mLast;
     ObjectBaseRef<Allocation> mDefaultAlloc;
-
-    ObjectBaseRef<Type> mAllocType;
 };