Begin gl2 support. Renderscript still uses GL1.1 by default. However, 2.0 can be enabled and will render most tests correctly.
diff --git a/rsVertexArray.h b/rsVertexArray.h
new file mode 100644
index 0000000..235ffef
--- /dev/null
+++ b/rsVertexArray.h
@@ -0,0 +1,90 @@
+/*
+ * 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_VERTEX_ARRAY_H
+#define ANDROID_VERTEX_ARRAY_H
+
+
+#include "rsObjectBase.h"
+
+// ---------------------------------------------------------------------------
+namespace android {
+namespace renderscript {
+
+class ShaderCache;
+
+// An element is a group of Components that occupies one cell in a structure.
+class VertexArray
+{
+public:
+ VertexArray();
+ virtual ~VertexArray();
+
+ enum AttribName {
+ POSITION,
+ COLOR,
+ NORMAL,
+ POINT_SIZE,
+ TEXTURE_0,
+ TEXTURE_1,
+ _LAST
+ };
+
+ typedef struct {
+ uint32_t buffer;
+ uint32_t offset;
+ uint32_t type;
+ uint32_t size;
+ uint32_t stride;
+ bool normalized;
+ } Attrib;
+
+
+ void clearAll();
+ void clear(AttribName);
+
+ void setActiveBuffer(uint32_t id) {mActiveBuffer = id;}
+
+ void setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset);
+ void setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset);
+ void setNormal(uint32_t type, uint32_t stride, uint32_t offset);
+ void setPointSize(uint32_t type, uint32_t stride, uint32_t offset);
+ void setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset, uint32_t num);
+
+ void setupGL(class VertexArrayState *) const;
+ void setupGL2(class VertexArrayState *, ShaderCache *) const;
+ void logAttrib(uint32_t idx) const;
+
+protected:
+ uint32_t mActiveBuffer;
+ Attrib mAttribs[_LAST];
+};
+
+
+class VertexArrayState {
+public:
+ void init(Context *);
+
+ VertexArray::Attrib mAttribs[VertexArray::_LAST];
+};
+
+
+}
+}
+#endif //ANDROID_LIGHT_H
+
+
+