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/rsProgramFragment.cpp b/rsProgramFragment.cpp
new file mode 100644
index 0000000..5367c53
--- /dev/null
+++ b/rsProgramFragment.cpp
@@ -0,0 +1,212 @@
+/*
+ * 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 "rsProgramFragment.h"
+
+using namespace android;
+using namespace android::renderscript;
+
+
+ProgramFragment::ProgramFragment(Element *in, Element *out) :
+    Program(in, out)
+{
+    for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
+        mEnvModes[ct] = RS_TEX_ENV_MODE_REPLACE;
+        mTextureDimensions[ct] = 2;
+    }
+    mTextureEnableMask = 0;
+}
+
+ProgramFragment::~ProgramFragment()
+{
+}
+
+void ProgramFragment::setupGL()
+{
+    for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
+        glActiveTexture(GL_TEXTURE0 + ct);
+        if (!(mTextureEnableMask & (1 << ct)) ||
+            !mSamplers[ct].get() ||
+            !mTextures[ct].get()) {
+
+            glDisable(GL_TEXTURE_2D);
+            continue;
+        }
+
+        glEnable(GL_TEXTURE_2D);
+        glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID());
+
+        switch(mEnvModes[ct]) {
+        case RS_TEX_ENV_MODE_REPLACE:
+            glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+            break;
+        case RS_TEX_ENV_MODE_MODULATE:
+            glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+            break;
+        case RS_TEX_ENV_MODE_DECAL:
+            glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_DECAL);
+            break;
+        }
+
+        mSamplers[ct]->setupGL();
+    }
+    glActiveTexture(GL_TEXTURE0);
+}
+
+
+void ProgramFragment::bindTexture(uint32_t slot, Allocation *a)
+{
+    if (slot >= MAX_TEXTURE) {
+        LOGE("Attempt to bind a texture to a slot > MAX_TEXTURE");
+        return;
+    }
+
+    mTextures[slot].set(a);
+}
+
+void ProgramFragment::bindSampler(uint32_t slot, Sampler *s)
+{
+    if (slot >= MAX_TEXTURE) {
+        LOGE("Attempt to bind a Sampler to a slot > MAX_TEXTURE");
+        return;
+    }
+
+    mSamplers[slot].set(s);
+}
+
+void ProgramFragment::setType(uint32_t slot, const Element *e, uint32_t dim)
+{
+    if (slot >= MAX_TEXTURE) {
+        LOGE("Attempt to setType to a slot > MAX_TEXTURE");
+        return;
+    }
+
+    if (dim >= 4) {
+        LOGE("Attempt to setType to a dimension > 3");
+        return;
+    }
+
+    mTextureFormats[slot].set(e);
+    mTextureDimensions[slot] = dim;
+}
+
+void ProgramFragment::setEnvMode(uint32_t slot, RsTexEnvMode env)
+{
+    if (slot >= MAX_TEXTURE) {
+        LOGE("Attempt to setEnvMode to a slot > MAX_TEXTURE");
+        return;
+    }
+
+    mEnvModes[slot] = env;
+}
+
+void ProgramFragment::setTexEnable(uint32_t slot, bool enable)
+{
+    if (slot >= MAX_TEXTURE) {
+        LOGE("Attempt to setEnvMode to a slot > MAX_TEXTURE");
+        return;
+    }
+
+    uint32_t bit = 1 << slot;
+    mTextureEnableMask &= ~bit;
+    if (enable) {
+        mTextureEnableMask |= bit;
+    }
+}
+
+
+
+ProgramFragmentState::ProgramFragmentState()
+{
+    mPF = NULL;
+}
+
+ProgramFragmentState::~ProgramFragmentState()
+{
+    delete mPF;
+
+}
+
+
+
+namespace android {
+namespace renderscript {
+
+void rsi_ProgramFragmentBegin(Context * rsc, RsElement in, RsElement out)
+{
+    delete rsc->mStateFragment.mPF;
+    rsc->mStateFragment.mPF = new ProgramFragment((Element *)in, (Element *)out);
+}
+
+void rsi_ProgramFragmentBindTexture(Context *rsc, RsProgramFragment vpf, uint32_t slot, RsAllocation a)
+{
+    ProgramFragment *pf = static_cast<ProgramFragment *>(vpf);
+    pf->bindTexture(slot, static_cast<Allocation *>(a));
+
+    //LOGE("%p %p", pf, rsc->getFragment());
+    if (pf == rsc->getFragment()) {
+        pf->setupGL();
+    }
+}
+
+void rsi_ProgramFragmentBindSampler(Context *rsc, RsProgramFragment vpf, uint32_t slot, RsSampler s)
+{
+    ProgramFragment *pf = static_cast<ProgramFragment *>(vpf);
+    pf->bindSampler(slot, static_cast<Sampler *>(s));
+
+    if (pf == rsc->getFragment()) {
+        pf->setupGL();
+    }
+}
+
+void rsi_ProgramFragmentSetType(Context *rsc, uint32_t slot, RsType vt)
+{
+    const Type *t = static_cast<const Type *>(vt);
+    uint32_t dim = 1;
+    if (t->getDimY()) {
+        dim ++;
+        if (t->getDimZ()) {
+            dim ++;
+        }
+    }
+
+    rsc->mStateFragment.mPF->setType(slot, t->getElement(), dim);
+}
+
+void rsi_ProgramFragmentSetEnvMode(Context *rsc, uint32_t slot, RsTexEnvMode env)
+{
+    rsc->mStateFragment.mPF->setEnvMode(slot, env);
+}
+
+void rsi_ProgramFragmentSetTexEnable(Context *rsc, uint32_t slot, bool enable)
+{
+    rsc->mStateFragment.mPF->setTexEnable(slot, enable);
+}
+
+RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc)
+{
+    ProgramFragment *pf = rsc->mStateFragment.mPF;
+    pf->incRef();
+    rsc->mStateFragment.mPF = 0;
+    return pf;
+}
+
+
+
+}
+}
+