Split rsScriptC into class implemtation and library functions.  Update test apps, all 3 should be working.
diff --git a/rsScriptC_Lib.cpp b/rsScriptC_Lib.cpp
new file mode 100644
index 0000000..59d8e5f
--- /dev/null
+++ b/rsScriptC_Lib.cpp
@@ -0,0 +1,523 @@
+/*
+ * 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"
+
+#include "acc/acc.h"
+#include "utils/String8.h"
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+
+using namespace android;
+using namespace android::renderscript;
+
+#define GET_TLS()  Context::ScriptTLSStruct * tls = \
+    (Context::ScriptTLSStruct *)pthread_getspecific(Context::gThreadTLSKey); \
+    Context * rsc = tls->mContext; \
+    ScriptC * sc = (ScriptC *) tls->mScript
+
+
+//////////////////////////////////////////////////////////////////////////////
+// IO routines
+//////////////////////////////////////////////////////////////////////////////
+
+static float SC_loadF(uint32_t bank, uint32_t offset)
+{
+    GET_TLS();
+    const void *vp = sc->mSlots[bank]->getPtr();
+    const float *f = static_cast<const float *>(vp);
+    //LOGE("loadF %i %i = %f %x", bank, offset, f, ((int *)&f)[0]);
+    return f[offset];
+}
+
+static int32_t SC_loadI32(uint32_t bank, uint32_t offset)
+{
+    GET_TLS();
+    const void *vp = sc->mSlots[bank]->getPtr();
+    const int32_t *i = static_cast<const int32_t *>(vp);
+    //LOGE("loadI32 %i %i = %i", bank, offset, t);
+    return i[offset];
+}
+
+static uint32_t SC_loadU32(uint32_t bank, uint32_t offset)
+{
+    GET_TLS();
+    const void *vp = sc->mSlots[bank]->getPtr();
+    const uint32_t *i = static_cast<const uint32_t *>(vp);
+    return i[offset];
+}
+
+static void SC_loadVec4(uint32_t bank, uint32_t offset, rsc_Vector4 *v)
+{
+    GET_TLS();
+    const void *vp = sc->mSlots[bank]->getPtr();
+    const float *f = static_cast<const float *>(vp);
+    memcpy(v, &f[offset], sizeof(rsc_Vector4));
+}
+
+static void SC_loadMatrix(uint32_t bank, uint32_t offset, rsc_Matrix *m)
+{
+    GET_TLS();
+    const void *vp = sc->mSlots[bank]->getPtr();
+    const float *f = static_cast<const float *>(vp);
+    memcpy(m, &f[offset], sizeof(rsc_Matrix));
+}
+
+
+static void SC_storeF(uint32_t bank, uint32_t offset, float v)
+{
+    //LOGE("storeF %i %i %f", bank, offset, v);
+    GET_TLS();
+    void *vp = sc->mSlots[bank]->getPtr();
+    float *f = static_cast<float *>(vp);
+    f[offset] = v;
+}
+
+static void SC_storeI32(uint32_t bank, uint32_t offset, int32_t v)
+{
+    GET_TLS();
+    void *vp = sc->mSlots[bank]->getPtr();
+    int32_t *f = static_cast<int32_t *>(vp);
+    static_cast<int32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
+}
+
+static void SC_storeU32(uint32_t bank, uint32_t offset, uint32_t v)
+{
+    GET_TLS();
+    void *vp = sc->mSlots[bank]->getPtr();
+    uint32_t *f = static_cast<uint32_t *>(vp);
+    static_cast<uint32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
+}
+
+static void SC_storeVec4(uint32_t bank, uint32_t offset, const rsc_Vector4 *v)
+{
+    GET_TLS();
+    void *vp = sc->mSlots[bank]->getPtr();
+    float *f = static_cast<float *>(vp);
+    memcpy(&f[offset], v, sizeof(rsc_Vector4));
+}
+
+static void SC_storeMatrix(uint32_t bank, uint32_t offset, const rsc_Matrix *m)
+{
+    GET_TLS();
+    void *vp = sc->mSlots[bank]->getPtr();
+    float *f = static_cast<float *>(vp);
+    memcpy(&f[offset], m, sizeof(rsc_Matrix));
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Math routines
+//////////////////////////////////////////////////////////////////////////////
+
+static float SC_randf(float max)
+{
+    float r = (float)rand();
+    return r / RAND_MAX * max;
+}
+
+
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Matrix routines
+//////////////////////////////////////////////////////////////////////////////
+
+
+static void SC_matrixLoadIdentity(rsc_Matrix *mat)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadIdentity();
+}
+
+static void SC_matrixLoadFloat(rsc_Matrix *mat, const float *f)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->load(f);
+}
+
+static void SC_matrixLoadMat(rsc_Matrix *mat, const rsc_Matrix *newmat)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->load(reinterpret_cast<const Matrix *>(newmat));
+}
+
+static void SC_matrixLoadRotate(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 SC_matrixLoadScale(rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadScale(x, y, z);
+}
+
+static void SC_matrixLoadTranslate(rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->loadTranslate(x, y, z);
+}
+
+static void SC_matrixLoadMultiply(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 SC_matrixMultiply(rsc_Matrix *mat, const rsc_Matrix *rhs)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->multiply(reinterpret_cast<const Matrix *>(rhs));
+}
+
+static void SC_matrixRotate(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 SC_matrixScale(rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->scale(x, y, z);
+}
+
+static void SC_matrixTranslate(rsc_Matrix *mat, float x, float y, float z)
+{
+    Matrix *m = reinterpret_cast<Matrix *>(mat);
+    m->translate(x, y, z);
+}
+
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Context
+//////////////////////////////////////////////////////////////////////////////
+
+static void SC_bindTexture(RsProgramFragment vpf, uint32_t slot, RsAllocation va)
+{
+    GET_TLS();
+    rsi_ProgramFragmentBindTexture(rsc,
+                                   static_cast<ProgramFragment *>(vpf),
+                                   slot,
+                                   static_cast<Allocation *>(va));
+
+}
+
+static void SC_bindSampler(RsProgramFragment vpf, uint32_t slot, RsSampler vs)
+{
+    GET_TLS();
+    rsi_ProgramFragmentBindSampler(rsc,
+                                   static_cast<ProgramFragment *>(vpf),
+                                   slot,
+                                   static_cast<Sampler *>(vs));
+
+}
+
+static void SC_bindProgramFragmentStore(RsProgramFragmentStore pfs)
+{
+    GET_TLS();
+    rsi_ContextBindProgramFragmentStore(rsc, pfs);
+
+}
+
+static void SC_bindProgramFragment(RsProgramFragment pf)
+{
+    GET_TLS();
+    rsi_ContextBindProgramFragment(rsc, pf);
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Drawing
+//////////////////////////////////////////////////////////////////////////////
+
+static void SC_drawTriangleMesh(RsTriangleMesh mesh)
+{
+    GET_TLS();
+    rsi_TriangleMeshRender(rsc, mesh);
+}
+
+static void SC_drawTriangleMeshRange(RsTriangleMesh mesh, uint32_t start, uint32_t count)
+{
+    GET_TLS();
+    rsi_TriangleMeshRenderRange(rsc, mesh, start, count);
+}
+
+// Assumes (GL_FIXED) x,y,z (GL_UNSIGNED_BYTE)r,g,b,a
+static void SC_drawTriangleArray(int ialloc, uint32_t count)
+{
+    GET_TLS();
+    RsAllocation alloc = (RsAllocation)ialloc;
+
+    const Allocation *a = (const Allocation *)alloc;
+    const uint32_t *ptr = (const uint32_t *)a->getPtr();
+
+    rsc->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 SC_drawQuad(float x1, float y1, float z1,
+                        float x2, float y2, float z2,
+                        float x3, float y3, float z3,
+                        float x4, float y4, float z4)
+{
+    GET_TLS();
+
+    //LOGE("Quad");
+    //LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1);
+    //LOGE("%4.2f, %4.2f, %4.2f", x2, y2, z2);
+    //LOGE("%4.2f, %4.2f, %4.2f", x3, y3, z3);
+    //LOGE("%4.2f, %4.2f, %4.2f", x4, y4, z4);
+
+    float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4};
+    static const float tex[] = {0,1, 1,1, 1,0, 0,0};
+
+
+    rsc->setupCheck();
+
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
+
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glVertexPointer(3, GL_FLOAT, 0, vtx);
+
+    glClientActiveTexture(GL_TEXTURE0);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glTexCoordPointer(2, GL_FLOAT, 0, tex);
+    glClientActiveTexture(GL_TEXTURE1);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glTexCoordPointer(2, GL_FLOAT, 0, tex);
+    glClientActiveTexture(GL_TEXTURE0);
+
+    glDisableClientState(GL_NORMAL_ARRAY);
+    glDisableClientState(GL_COLOR_ARRAY);
+
+    //glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);
+
+    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//////////////////////////////////////////////////////////////////////////////
+
+extern "C" const void * loadVp(uint32_t bank, uint32_t offset)
+{
+    GET_TLS();
+    return &static_cast<const uint8_t *>(sc->mSlots[bank]->getPtr())[offset];
+}
+
+
+
+static void SC_color(float r, float g, float b, float a)
+{
+    glColor4f(r, g, b, a);
+}
+
+
+extern "C" void materialDiffuse(float r, float g, float b, float a)
+{
+    float v[] = {r, g, b, a};
+    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, v);
+}
+
+extern "C" void materialSpecular(float r, float g, float b, float a)
+{
+    float v[] = {r, g, b, a};
+    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, v);
+}
+
+extern "C" void lightPosition(float x, float y, float z, float w)
+{
+    float v[] = {x, y, z, w};
+    glLightfv(GL_LIGHT0, GL_POSITION, v);
+}
+
+extern "C" void materialShininess(float s)
+{
+    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &s);
+}
+
+extern "C" void uploadToTexture(RsAllocation va, uint32_t baseMipLevel)
+{
+    GET_TLS();
+    rsi_AllocationUploadToTexture(rsc, va, baseMipLevel);
+}
+
+extern "C" void enable(uint32_t p)
+{
+    glEnable(p);
+}
+
+extern "C" void disable(uint32_t p)
+{
+    glDisable(p);
+}
+
+
+
+static void SC_ClearColor(float r, float g, float b, float a)
+{
+    //LOGE("c %f %f %f %f", r, g, b, a);
+    GET_TLS();
+    sc->mEnviroment.mClearColor[0] = r;
+    sc->mEnviroment.mClearColor[1] = g;
+    sc->mEnviroment.mClearColor[2] = b;
+    sc->mEnviroment.mClearColor[3] = a;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Class implementation
+//////////////////////////////////////////////////////////////////////////////
+
+ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
+    // IO
+    { "loadI32", (void *)&SC_loadI32,
+        "int", "(int, int)" },
+    //{ "loadU32", (void *)&SC_loadU32, "unsigned int", "(int, int)" },
+    { "loadF", (void *)&SC_loadF,
+        "float", "(int, int)" },
+    { "loadVec4", (void *)&SC_loadVec4,
+        "void", "(int, int, float *)" },
+    { "loadMatrix", (void *)&SC_loadMatrix,
+        "void", "(int, int, float *)" },
+    { "storeI32", (void *)&SC_storeI32,
+        "void", "(int, int, int)" },
+    //{ "storeU32", (void *)&SC_storeU32, "void", "(int, int, unsigned int)" },
+    { "storeF", (void *)&SC_storeF,
+        "void", "(int, int, float)" },
+    { "storeVec4", (void *)&SC_storeVec4,
+        "void", "(int, int, float *)" },
+    { "storeMatrix", (void *)&SC_storeMatrix,
+        "void", "(int, int, float *)" },
+
+    // math
+    { "sinf", (void *)&sinf,
+        "float", "(float)" },
+    { "cosf", (void *)&cosf,
+        "float", "(float)" },
+    { "fabs", (void *)&fabs,
+        "float", "(float)" },
+    { "randf", (void *)&SC_randf,
+        "float", "(float)" },
+
+    // matrix
+    { "matrixLoadIdentity", (void *)&SC_matrixLoadIdentity,
+        "void", "(float *mat)" },
+    { "matrixLoadFloat", (void *)&SC_matrixLoadFloat,
+        "void", "(float *mat, float *f)" },
+    { "matrixLoadMat", (void *)&SC_matrixLoadMat,
+        "void", "(float *mat, float *newmat)" },
+    { "matrixLoadRotate", (void *)&SC_matrixLoadRotate,
+        "void", "(float *mat, float rot, float x, float y, float z)" },
+    { "matrixLoadScale", (void *)&SC_matrixLoadScale,
+        "void", "(float *mat, float x, float y, float z)" },
+    { "matrixLoadTranslate", (void *)&SC_matrixLoadTranslate,
+        "void", "(float *mat, float x, float y, float z)" },
+    { "matrixLoadMultiply", (void *)&SC_matrixLoadMultiply,
+        "void", "(float *mat, float *lhs, float *rhs)" },
+    { "matrixMultiply", (void *)&SC_matrixMultiply,
+        "void", "(float *mat, float *rhs)" },
+    { "matrixRotate", (void *)&SC_matrixRotate,
+        "void", "(float *mat, float rot, float x, float y, float z)" },
+    { "matrixScale", (void *)&SC_matrixScale,
+        "void", "(float *mat, float x, float y, float z)" },
+    { "matrixTranslate", (void *)&SC_matrixTranslate,
+        "void", "(float *mat, float x, float y, float z)" },
+
+    // context
+    { "bindProgramFragment", (void *)&SC_bindProgramFragment,
+        "void", "(int)" },
+    { "bindProgramFragmentStore", (void *)&SC_bindProgramFragmentStore,
+        "void", "(int)" },
+    { "bindSampler", (void *)&SC_bindSampler,
+        "void", "(int, int, int)" },
+    { "bindTexture", (void *)&SC_bindTexture,
+        "void", "(int, int, int)" },
+
+    // drawing
+    { "drawQuad", (void *)&SC_drawQuad,
+        "void", "(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)" },
+    { "drawTriangleArray", (void *)&SC_drawTriangleArray,
+        "void", "(int ialloc, int count)" },
+    { "drawTriangleMesh", (void *)&SC_drawTriangleMesh,
+        "void", "(int mesh)" },
+    { "drawTriangleMeshRange", (void *)&SC_drawTriangleMeshRange,
+        "void", "(int mesh, int start, int count)" },
+
+
+    // misc
+    { "pfClearColor", (void *)&SC_ClearColor,
+        "void", "(float, float, float, float)" },
+
+    { "color", (void *)&SC_color,
+        "void", "(float, float, float, float)" },
+
+    { NULL, NULL, NULL, NULL }
+};
+
+const ScriptCState::SymbolTable_t * ScriptCState::lookupSymbol(const char *sym)
+{
+    ScriptCState::SymbolTable_t *syms = gSyms;
+
+    while (syms->mPtr) {
+        if (!strcmp(syms->mName, sym)) {
+            return syms;
+        }
+        syms++;
+    }
+    return NULL;
+}
+
+void ScriptCState::appendDecls(String8 *str)
+{
+    ScriptCState::SymbolTable_t *syms = gSyms;
+    while (syms->mPtr) {
+        str->append(syms->mRet);
+        str->append(" ");
+        str->append(syms->mName);
+        str->append(syms->mParam);
+        str->append(";\n");
+        syms++;
+    }
+}
+
+