Refactor blending and texture gl state

Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp
new file mode 100644
index 0000000..1a638d2
--- /dev/null
+++ b/libs/hwui/renderstate/TextureState.cpp
@@ -0,0 +1,103 @@
+/*
+ * Copyright (C) 2015 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 <renderstate/TextureState.h>
+
+namespace android {
+namespace uirenderer {
+
+// Must define as many texture units as specified by kTextureUnitsCount
+const GLenum kTextureUnits[] = {
+    GL_TEXTURE0,
+    GL_TEXTURE1,
+    GL_TEXTURE2
+};
+
+TextureState::TextureState()
+        : mTextureUnit(0) {
+    glActiveTexture(kTextureUnits[0]);
+    resetBoundTextures();
+
+    GLint maxTextureUnits;
+    glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
+    LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount,
+        "At least %d texture units are required!", kTextureUnitsCount);
+}
+
+void TextureState::activateTexture(GLuint textureUnit) {
+    if (mTextureUnit != textureUnit) {
+        glActiveTexture(kTextureUnits[textureUnit]);
+        mTextureUnit = textureUnit;
+    }
+}
+
+void TextureState::resetActiveTexture() {
+    mTextureUnit = -1;
+}
+
+void TextureState::bindTexture(GLuint texture) {
+    if (mBoundTextures[mTextureUnit] != texture) {
+        glBindTexture(GL_TEXTURE_2D, texture);
+        mBoundTextures[mTextureUnit] = texture;
+    }
+}
+
+void TextureState::bindTexture(GLenum target, GLuint texture) {
+    if (target == GL_TEXTURE_2D) {
+        bindTexture(texture);
+    } else {
+        // GLConsumer directly calls glBindTexture() with
+        // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target
+        // since the cached state could be stale
+        glBindTexture(target, texture);
+    }
+}
+
+void TextureState::deleteTexture(GLuint texture) {
+    // When glDeleteTextures() is called on a currently bound texture,
+    // OpenGL ES specifies that the texture is then considered unbound
+    // Consider the following series of calls:
+    //
+    // glGenTextures -> creates texture name 2
+    // glBindTexture(2)
+    // glDeleteTextures(2) -> 2 is now unbound
+    // glGenTextures -> can return 2 again
+    //
+    // If we don't call glBindTexture(2) after the second glGenTextures
+    // call, any texture operation will be performed on the default
+    // texture (name=0)
+
+    unbindTexture(texture);
+
+    glDeleteTextures(1, &texture);
+}
+
+void TextureState::resetBoundTextures() {
+    for (int i = 0; i < kTextureUnitsCount; i++) {
+        mBoundTextures[i] = 0;
+    }
+}
+
+void TextureState::unbindTexture(GLuint texture) {
+    for (int i = 0; i < kTextureUnitsCount; i++) {
+        if (mBoundTextures[i] == texture) {
+            mBoundTextures[i] = 0;
+        }
+    }
+}
+
+} /* namespace uirenderer */
+} /* namespace android */
+