Create runtime stubs for compute driver.
Change-Id: I8e0250a642844a2ad3ff6efc38e385445b7da032
diff --git a/rsMatrix4x4.h b/rsMatrix4x4.h
new file mode 100644
index 0000000..abf34a3
--- /dev/null
+++ b/rsMatrix4x4.h
@@ -0,0 +1,91 @@
+/*
+ * 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.
+ */
+
+#ifndef ANDROID_RS_MATRIX_4x4_H
+#define ANDROID_RS_MATRIX_4x4_H
+
+#include "rsType.h"
+
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+struct Matrix4x4 : public rs_matrix4x4 {
+ float get(uint32_t row, uint32_t col) const {
+ return m[row*4 + col];
+ }
+
+ void set(uint32_t row, uint32_t col, float v) {
+ m[row*4 + col] = v;
+ }
+
+ void loadIdentity();
+ void load(const float *);
+ void load(const rs_matrix4x4 *);
+ void load(const rs_matrix3x3 *);
+ void load(const rs_matrix2x2 *);
+
+ void loadRotate(float rot, float x, float y, float z);
+ void loadScale(float x, float y, float z);
+ void loadTranslate(float x, float y, float z);
+ void loadMultiply(const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs);
+
+ void loadOrtho(float l, float r, float b, float t, float n, float f);
+ void loadFrustum(float l, float r, float b, float t, float n, float f);
+ void loadPerspective(float fovy, float aspect, float near, float far);
+
+ void vectorMultiply(float *v4out, const float *v3in) const;
+
+ bool inverse();
+ bool inverseTranspose();
+ void transpose();
+
+
+
+ void multiply(const rs_matrix4x4 *rhs) {
+ Matrix4x4 tmp;
+ tmp.loadMultiply(this, rhs);
+ load(&tmp);
+ }
+ void rotate(float rot, float x, float y, float z) {
+ Matrix4x4 tmp;
+ tmp.loadRotate(rot, x, y, z);
+ multiply(&tmp);
+ }
+ void scale(float x, float y, float z) {
+ Matrix4x4 tmp;
+ tmp.loadScale(x, y, z);
+ multiply(&tmp);
+ }
+ void translate(float x, float y, float z) {
+ Matrix4x4 tmp;
+ tmp.loadTranslate(x, y, z);
+ multiply(&tmp);
+ }
+};
+
+}
+}
+
+
+
+
+#endif
+
+
+
+