Begin implementing SimpleMesh and fix some bugs with refcounting and java object destruction tracking.
diff --git a/libs/rs/rsSimpleMesh.cpp b/libs/rs/rsSimpleMesh.cpp
new file mode 100644
index 0000000..08e36ac
--- /dev/null
+++ b/libs/rs/rsSimpleMesh.cpp
@@ -0,0 +1,148 @@
+/*
+ * 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"
+
+using namespace android;
+using namespace android::renderscript;
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+
+SimpleMesh::SimpleMesh()
+{
+}
+
+SimpleMesh::~SimpleMesh()
+{
+}
+
+void SimpleMesh::render() const
+{
+    if (mPrimitiveType.get()) {
+        renderRange(0, mPrimitiveType->getDimX());
+        return;
+    }
+
+    if (mIndexType.get()) {
+        renderRange(0, mIndexType->getDimX());
+        return;
+    }
+
+    renderRange(0, mVertexTypes[0]->getDimX());
+}
+
+void SimpleMesh::renderRange(uint32_t start, uint32_t len) const
+{
+    if (len < 1) {
+        return;
+    }
+
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glDisableClientState(GL_NORMAL_ARRAY);
+    glDisableClientState(GL_COLOR_ARRAY);
+    for (uint32_t ct=0; ct < RS_MAX_TEXTURE; ct++) {
+        glClientActiveTexture(GL_TEXTURE0 + ct);
+        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    }
+    glClientActiveTexture(GL_TEXTURE0);
+
+    for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
+        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[ct]->getBufferObjectID());
+        mVertexTypes[ct]->enableGLVertexBuffer();
+    }
+
+    if (mIndexType.get()) {
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->getBufferObjectID());
+        glDrawElements(mGLPrimitive, len, GL_UNSIGNED_SHORT, (GLvoid *)(start * 2));
+    } else {
+        glDrawArrays(mGLPrimitive, start, len);
+    }
+}
+
+
+
+SimpleMeshContext::SimpleMeshContext()
+{
+}
+
+SimpleMeshContext::~SimpleMeshContext()
+{
+}
+
+
+namespace android {
+namespace renderscript {
+
+
+RsSimpleMesh rsi_SimpleMeshCreate(Context *rsc, RsType prim, RsType idx, RsType *vtx, uint32_t vtxCount, uint32_t primType)
+{
+    SimpleMesh *sm = new SimpleMesh();
+    sm->incRef();
+
+    sm->mIndexType.set((const Type *)idx);
+    sm->mPrimitiveType.set((const Type *)prim);
+
+    sm->mVertexTypeCount = vtxCount;
+    sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
+    sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
+    for (uint32_t ct=0; ct < vtxCount; ct++) {
+        sm->mVertexTypes[ct].set((const Type *)vtx[ct]);
+    }
+
+    sm->mPrimitive = (RsPrimitive)primType;
+    switch(sm->mPrimitive) {
+    case RS_PRIMITIVE_POINT:          sm->mGLPrimitive = GL_POINTS; break;
+    case RS_PRIMITIVE_LINE:           sm->mGLPrimitive = GL_LINES; break;
+    case RS_PRIMITIVE_LINE_STRIP:     sm->mGLPrimitive = GL_LINE_STRIP; break;
+    case RS_PRIMITIVE_TRIANGLE:       sm->mGLPrimitive = GL_TRIANGLES; break;
+    case RS_PRIMITIVE_TRIANGLE_STRIP: sm->mGLPrimitive = GL_TRIANGLE_STRIP; break;
+    case RS_PRIMITIVE_TRIANGLE_FAN:   sm->mGLPrimitive = GL_TRIANGLE_FAN; break;
+    }
+    return sm;
+}
+
+void rsi_SimpleMeshBindVertex(Context *rsc, RsSimpleMesh mv, RsAllocation va, uint32_t slot)
+{
+    SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
+    rsAssert(slot < sm->mVertexTypeCount);
+
+    sm->mVertexBuffers[slot].set((Allocation *)va);
+}
+
+void rsi_SimpleMeshBindIndex(Context *rsc, RsSimpleMesh mv, RsAllocation va)
+{
+    SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
+    sm->mIndexBuffer.set((Allocation *)va);
+}
+
+void rsi_SimpleMeshBindPrimitive(Context *rsc, RsSimpleMesh mv, RsAllocation va)
+{
+    SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
+    sm->mPrimitiveBuffer.set((Allocation *)va);
+}
+
+void rsi_SimpleMeshDestroy(Context *rsc, RsSimpleMesh vtm)
+{
+    SimpleMesh * tm = static_cast<SimpleMesh *>(vtm);
+    tm->decRef();
+}
+
+
+
+
+}}
+