First draft of fbo in renderscript.
Updating samples and benchmark

Change-Id: I469bf8b842fca72b59475c8fa024c12cf0e14954
diff --git a/rsFBOCache.cpp b/rsFBOCache.cpp
new file mode 100644
index 0000000..78aa8ce
--- /dev/null
+++ b/rsFBOCache.cpp
@@ -0,0 +1,209 @@
+/*
+ * Copyright (C) 2011 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 "rsFBOCache.h"
+
+#include "rsContext.h"
+#include "rsAllocation.h"
+
+#ifndef ANDROID_RS_SERIALIZE
+#include <GLES/gl.h>
+#include <GLES2/gl2.h>
+#endif //ANDROID_RS_SERIALIZE
+
+using namespace android;
+using namespace android::renderscript;
+
+
+FBOCache::FBOCache() {
+    mFBOId = 0;
+    mDirty = false;
+    mMaxTargets = 1;
+    mColorTargets = new ObjectBaseRef<Allocation>[mMaxTargets];
+}
+
+FBOCache::~FBOCache() {
+    delete[] mColorTargets;
+#ifndef ANDROID_RS_SERIALIZE
+    if(mFBOId != 0) {
+        glDeleteFramebuffers(1, &mFBOId);
+    }
+#endif //ANDROID_RS_SERIALIZE
+}
+
+void FBOCache::bindColorTarget(Context *rsc, Allocation *a, uint32_t slot) {
+    if (slot >= mMaxTargets) {
+        LOGE("Invalid render target index");
+        return;
+    }
+    if (a != NULL) {
+        if (!a->getIsTexture()) {
+            LOGE("Invalid Color Target");
+            return;
+        }
+        if (a->getIsTexture()) {
+            if (a->getTextureID() == 0) {
+                a->deferredUploadToTexture(rsc);
+            }
+        } else if (a->getRenderTargetID() == 0) {
+            a->deferredAllocateRenderTarget(rsc);
+        }
+    }
+    mColorTargets[slot].set(a);
+    mDirty = true;
+}
+
+void FBOCache::bindDepthTarget(Context *rsc, Allocation *a) {
+    if (a != NULL) {
+        if (!a->getIsRenderTarget()) {
+            LOGE("Invalid Depth Target");
+            return;
+        }
+        if (a->getIsTexture()) {
+            if (a->getTextureID() == 0) {
+                a->deferredUploadToTexture(rsc);
+            }
+        } else if (a->getRenderTargetID() == 0) {
+            a->deferredAllocateRenderTarget(rsc);
+        }
+    }
+    mDepthTarget.set(a);
+    mDirty = true;
+}
+
+void FBOCache::resetAll(Context *) {
+    for (uint32_t i = 0; i < mMaxTargets; i ++) {
+        mColorTargets[i].set(NULL);
+    }
+    mDepthTarget.set(NULL);
+    mDirty = true;
+}
+
+bool FBOCache::renderToFramebuffer() {
+    if (mDepthTarget.get() != NULL) {
+        return false;
+    }
+
+    for (uint32_t i = 0; i < mMaxTargets; i ++) {
+        if (mColorTargets[i].get() != NULL) {
+            return false;
+        }
+    }
+    return true;
+}
+
+void FBOCache::checkError(Context *rsc) {
+    GLenum status;
+    status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    switch (status) {
+    case GL_FRAMEBUFFER_COMPLETE:
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: RFRAMEBUFFER_INCOMPLETE_ATTACHMENT");
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
+        break;
+    case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
+        break;
+    case GL_FRAMEBUFFER_UNSUPPORTED:
+        rsc->setError(RS_ERROR_BAD_VALUE,
+                      "Unable to set up render Target: GL_FRAMEBUFFER_UNSUPPORTED");
+        break;
+    }
+}
+
+void FBOCache::setDepthAttachment(Context *rsc) {
+#ifndef ANDROID_RS_SERIALIZE
+    if (mDepthTarget.get() != NULL) {
+        mDepthTarget->uploadCheck(rsc);
+        if (mDepthTarget->getIsTexture()) {
+            uint32_t texID = mDepthTarget->getTextureID();
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                   GL_TEXTURE_2D, texID, 0);
+        } else {
+            uint32_t texID = mDepthTarget->getRenderTargetID();
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                      GL_RENDERBUFFER, texID);
+        }
+    } else {
+        // Reset last attachment
+        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                  GL_RENDERBUFFER, 0);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                               GL_TEXTURE_2D, 0, 0);
+    }
+#endif //ANDROID_RS_SERIALIZE
+}
+
+void FBOCache::setColorAttachment(Context *rsc) {
+#ifndef ANDROID_RS_SERIALIZE
+    // Now attach color targets
+    for (uint32_t i = 0; i < mMaxTargets; i ++) {
+        uint32_t texID = 0;
+        if (mColorTargets[i].get() != NULL) {
+            mColorTargets[i]->uploadCheck(rsc);
+            if (mColorTargets[i]->getIsTexture()) {
+                uint32_t texID = mColorTargets[i]->getTextureID();
+                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                       GL_TEXTURE_2D, texID, 0);
+            } else {
+                uint32_t texID = mDepthTarget->getRenderTargetID();
+                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                          GL_RENDERBUFFER, texID);
+            }
+        } else {
+            // Reset last attachment
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                      GL_RENDERBUFFER, 0);
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+                                   GL_TEXTURE_2D, 0, 0);
+        }
+    }
+#endif //ANDROID_RS_SERIALIZE
+}
+
+void FBOCache::setupGL2(Context *rsc) {
+#ifndef ANDROID_RS_SERIALIZE
+    if (!mDirty) {
+        return;
+    }
+
+    bool framebuffer = renderToFramebuffer();
+
+    if (!framebuffer) {
+        if(mFBOId == 0) {
+            glGenFramebuffers(1, &mFBOId);
+        }
+        glBindFramebuffer(GL_FRAMEBUFFER, mFBOId);
+
+        setDepthAttachment(rsc);
+        setColorAttachment(rsc);
+
+        glViewport(0, 0, mColorTargets[0]->getType()->getDimX(),
+                         mColorTargets[0]->getType()->getDimY());
+
+        checkError(rsc);
+    } else {
+        glBindFramebuffer(GL_FRAMEBUFFER, 0);
+        glViewport(0, 0, rsc->getWidth(), rsc->getHeight());
+    }
+#endif //ANDROID_RS_SERIALIZE
+}