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/libs/rs/rsContext.cpp b/libs/rs/rsContext.cpp
new file mode 100644
index 0000000..163cf4d
--- /dev/null
+++ b/libs/rs/rsContext.cpp
@@ -0,0 +1,308 @@
+/*
+ * 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 "rsDevice.h"
+#include "rsContext.h"
+#include "rsThreadIO.h"
+
+
+using namespace android;
+using namespace android::renderscript;
+
+Context * Context::gCon = NULL;
+
+void Context::initEGL()
+{
+    mNumConfigs = -1;
+
+    EGLint s_configAttribs[] = {
+         EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+         EGL_RED_SIZE,       5,
+         EGL_GREEN_SIZE,     6,
+         EGL_BLUE_SIZE,      5,
+         EGL_DEPTH_SIZE,     16,
+         EGL_NONE
+     };
+
+     LOGE("EGL 1");
+     mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+     LOGE("EGL 2  %p", mDisplay);
+     eglInitialize(mDisplay, &mMajorVersion, &mMinorVersion);
+     LOGE("EGL 3  %i  %i", mMajorVersion, mMinorVersion);
+     eglChooseConfig(mDisplay, s_configAttribs, &mConfig, 1, &mNumConfigs);
+     LOGE("EGL 4  %p", mConfig);
+
+     if (mWndSurface) {
+         mSurface = eglCreateWindowSurface(mDisplay, mConfig,
+                 new EGLNativeWindowSurface(mWndSurface),
+                 NULL);
+     } else {
+         mSurface = eglCreateWindowSurface(mDisplay, mConfig,
+                 android_createDisplaySurface(),
+                 NULL);
+     }
+
+     LOGE("EGL 5");
+     mContext = eglCreateContext(mDisplay, mConfig, NULL, NULL);
+     eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);   
+     eglQuerySurface(mDisplay, mSurface, EGL_WIDTH, &mWidth);
+     eglQuerySurface(mDisplay, mSurface, EGL_HEIGHT, &mHeight);
+     LOGE("EGL 9");
+
+}
+
+void Context::runRootScript()
+{
+    rsAssert(mRootScript->mIsRoot);
+
+    glViewport(0, 0, 320, 480);
+    float aspectH = 480.f / 320.f;
+
+    if(mRootScript->mIsOrtho) {
+        glMatrixMode(GL_PROJECTION);
+        glLoadIdentity();
+        glOrthof(0, 320,  0, 480,  0, 1);
+        glMatrixMode(GL_MODELVIEW);
+    } else {
+        glMatrixMode(GL_PROJECTION);
+        glLoadIdentity();
+        glFrustumf(-1, 1,  -aspectH, aspectH,  1, 100);
+        glRotatef(-90, 0,0,1);
+        glTranslatef(0,  0,  -3);
+        glMatrixMode(GL_MODELVIEW);
+    }
+
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+
+    glDepthMask(GL_TRUE);
+    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+    glClearColor(mRootScript->mClearColor[0], 
+                 mRootScript->mClearColor[1],
+                 mRootScript->mClearColor[2],
+                 mRootScript->mClearColor[3]);
+    glClearDepthf(mRootScript->mClearDepth);
+    glClear(GL_COLOR_BUFFER_BIT);
+    glClear(GL_DEPTH_BUFFER_BIT);
+
+    mRootScript->run(this, 0);
+
+}
+
+void Context::setupCheck()
+{
+    if (mFragmentStore.get()) {
+        mFragmentStore->setupGL();
+    }
+    if (mFragment.get()) {
+        mFragment->setupGL();
+    }
+    if (mVertex.get()) {
+        mVertex->setupGL();
+    }
+
+}
+
+
+void * Context::threadProc(void *vrsc)
+{
+     Context *rsc = static_cast<Context *>(vrsc);
+
+     LOGE("TP 1");
+     gIO = new ThreadIO();
+
+     rsc->mServerCommands.init(128);
+     rsc->mServerReturns.init(128);
+
+     rsc->initEGL();
+
+     LOGE("TP 2");
+
+     rsc->mRunning = true;
+     while (!rsc->mExit) {
+         gIO->playCoreCommands(rsc);
+
+         if (!rsc->mRootScript.get()) {
+             continue;
+         }
+
+
+         glColor4f(1,1,1,1);
+         glEnable(GL_LIGHT0);
+
+         if (rsc->mRootScript.get()) {
+             rsc->runRootScript();
+         }
+
+         eglSwapBuffers(rsc->mDisplay, rsc->mSurface);
+
+         usleep(10000);
+     }
+
+     LOGE("TP 6");
+     glClearColor(0,0,0,0);
+     glClear(GL_COLOR_BUFFER_BIT);
+     eglSwapBuffers(rsc->mDisplay, rsc->mSurface);
+     eglTerminate(rsc->mDisplay);
+
+     LOGE("TP 7");
+
+     return NULL;
+}
+
+Context::Context(Device *dev, Surface *sur)
+{
+    LOGE("CC 1");
+    dev->addContext(this);
+    mDev = dev;
+    mRunning = false;
+    mExit = false;
+
+    mServerCommands.init(256);
+    mServerReturns.init(256);
+
+    // see comment in header
+    gCon = this;
+
+    LOGE("CC 2");
+    int status = pthread_create(&mThreadId, NULL, threadProc, this);
+    if (status) {
+        LOGE("Failed to start rs context thread.");
+    }
+
+    LOGE("CC 3");
+    mWndSurface = sur;
+    while(!mRunning) {
+        sleep(1);
+    }
+    LOGE("CC 4");
+
+
+
+}
+
+Context::~Context()
+{
+    mExit = true;
+    void *res;
+
+    LOGE("DES 1");
+    int status = pthread_join(mThreadId, &res);
+    LOGE("DES 2");
+
+    if (mDev) {
+        mDev->removeContext(this);
+    }
+    LOGE("DES 3");
+}
+
+void Context::swapBuffers()
+{
+    eglSwapBuffers(mDisplay, mSurface);
+}
+
+void rsContextSwap(RsContext vrsc)
+{
+    Context *rsc = static_cast<Context *>(vrsc);
+    rsc->swapBuffers();
+}
+
+void Context::setRootScript(Script *s)
+{
+    mRootScript.set(s);
+}
+
+void Context::setFragmentStore(ProgramFragmentStore *pfs)
+{
+    mFragmentStore.set(pfs);
+    pfs->setupGL();
+}
+
+void Context::setFragment(ProgramFragment *pf)
+{
+    mFragment.set(pf);
+    pf->setupGL();
+}
+
+void Context::setVertex(ProgramVertex *pv)
+{
+    mVertex.set(pv);
+    pv->setupGL();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////
+// 
+
+namespace android {
+namespace renderscript {
+
+
+void rsi_ContextBindRootScript(Context *rsc, RsScript vs)
+{
+    Script *s = static_cast<Script *>(vs);
+    rsc->setRootScript(s);
+}
+
+void rsi_ContextBindSampler(Context *rsc, uint32_t slot, RsSampler vs)
+{
+    Sampler *s = static_cast<Sampler *>(vs);
+
+    if (slot > RS_MAX_SAMPLER_SLOT) {
+        LOGE("Invalid sampler slot");
+        return;
+    }
+
+    s->bindToContext(&rsc->mStateSampler, slot);
+}
+
+void rsi_ContextBindProgramFragmentStore(Context *rsc, RsProgramFragmentStore vpfs)
+{
+    ProgramFragmentStore *pfs = static_cast<ProgramFragmentStore *>(vpfs);
+    rsc->setFragmentStore(pfs);
+}
+
+void rsi_ContextBindProgramFragment(Context *rsc, RsProgramFragment vpf)
+{
+    ProgramFragment *pf = static_cast<ProgramFragment *>(vpf);
+    rsc->setFragment(pf);
+}
+
+void rsi_ContextBindProgramVertex(Context *rsc, RsProgramVertex vpv)
+{
+    ProgramVertex *pv = static_cast<ProgramVertex *>(vpv);
+    rsc->setVertex(pv);
+}
+
+
+
+}
+}
+
+
+RsContext rsContextCreate(RsDevice vdev, void *sur, uint32_t version)
+{
+    Device * dev = static_cast<Device *>(vdev);
+    Context *rsc = new Context(dev, (Surface *)sur);
+    return rsc;
+}
+
+void rsContextDestroy(RsContext vrsc)
+{
+    Context * rsc = static_cast<Context *>(vrsc);
+    delete rsc;
+}
+