Move scissor state to RenderState

Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
new file mode 100644
index 0000000..3a9a92e
--- /dev/null
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -0,0 +1,184 @@
+/*
+ * Copyright (C) 2014 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.h"
+
+#include "renderthread/CanvasContext.h"
+#include "renderthread/EglManager.h"
+
+namespace android {
+namespace uirenderer {
+
+RenderState::RenderState(renderthread::RenderThread& thread)
+        : mRenderThread(thread)
+        , mCaches(nullptr)
+        , mViewportWidth(0)
+        , mViewportHeight(0)
+        , mFramebuffer(0) {
+    mThreadId = pthread_self();
+}
+
+RenderState::~RenderState() {
+}
+
+void RenderState::onGLContextCreated() {
+    // This is delayed because the first access of Caches makes GL calls
+    mCaches = &Caches::getInstance();
+    mCaches->init();
+    mCaches->setRenderState(this);
+    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
+
+    LOG_ALWAYS_FATAL_IF(scissor().isEnabled(), "scissor used before GL context created");
+    glDisable(GL_SCISSOR_TEST);
+}
+
+void RenderState::onGLContextDestroyed() {
+/*
+    size_t size = mActiveLayers.size();
+    if (CC_UNLIKELY(size != 0)) {
+        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
+                mRegisteredContexts.size(), size, mActiveLayers.empty());
+        mCaches->dumpMemoryUsage();
+        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
+                cit != mRegisteredContexts.end(); cit++) {
+            renderthread::CanvasContext* context = *cit;
+            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
+            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
+            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
+                    pit != context->mPrefetechedLayers.end(); pit++) {
+                (*pit)->debugDumpLayers("    ");
+            }
+            context->mRootRenderNode->debugDumpLayers("  ");
+        }
+
+
+        if (mActiveLayers.begin() == mActiveLayers.end()) {
+            ALOGE("set has become empty. wat.");
+        }
+        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
+             lit != mActiveLayers.end(); lit++) {
+            const Layer* layer = *(lit);
+            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
+                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
+        }
+        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
+    }
+*/
+    mAssetAtlas.terminate();
+}
+
+void RenderState::setViewport(GLsizei width, GLsizei height) {
+    mViewportWidth = width;
+    mViewportHeight = height;
+    glViewport(0, 0, mViewportWidth, mViewportHeight);
+}
+
+
+void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
+    *outWidth = mViewportWidth;
+    *outHeight = mViewportHeight;
+}
+
+void RenderState::bindFramebuffer(GLuint fbo) {
+    if (mFramebuffer != fbo) {
+        mFramebuffer = fbo;
+        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+    }
+}
+
+void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
+    interruptForFunctorInvoke();
+    (*functor)(mode, info);
+    resumeFromFunctorInvoke();
+}
+
+void RenderState::interruptForFunctorInvoke() {
+    if (mCaches->currentProgram) {
+        if (mCaches->currentProgram->isInUse()) {
+            mCaches->currentProgram->remove();
+            mCaches->currentProgram = nullptr;
+        }
+    }
+    mCaches->resetActiveTexture();
+    mCaches->unbindMeshBuffer();
+    mCaches->unbindIndicesBuffer();
+    mCaches->resetVertexPointers();
+    mCaches->disableTexCoordsVertexArray();
+    debugOverdraw(false, false);
+}
+
+void RenderState::resumeFromFunctorInvoke() {
+    glViewport(0, 0, mViewportWidth, mViewportHeight);
+    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+    debugOverdraw(false, false);
+
+    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+    scissor().invalidate();
+
+    mCaches->activeTexture(0);
+    mCaches->resetBoundTextures();
+
+    mCaches->blend = true;
+    glEnable(GL_BLEND);
+    glBlendFunc(mCaches->lastSrcMode, mCaches->lastDstMode);
+    glBlendEquation(GL_FUNC_ADD);
+}
+
+void RenderState::debugOverdraw(bool enable, bool clear) {
+    if (mCaches->debugOverdraw && mFramebuffer == 0) {
+        if (clear) {
+            scissor().setEnabled(false);
+            mCaches->stencil.clear();
+        }
+        if (enable) {
+            mCaches->stencil.enableDebugWrite();
+        } else {
+            mCaches->stencil.disable();
+        }
+    }
+}
+
+void RenderState::requireGLContext() {
+    assertOnGLThread();
+    mRenderThread.eglManager().requireGlContext();
+}
+
+void RenderState::assertOnGLThread() {
+    pthread_t curr = pthread_self();
+    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
+}
+
+
+class DecStrongTask : public renderthread::RenderTask {
+public:
+    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
+
+    virtual void run() override {
+        mObject->decStrong(nullptr);
+        mObject = nullptr;
+        delete this;
+    }
+
+private:
+    VirtualLightRefBase* mObject;
+};
+
+void RenderState::postDecStrong(VirtualLightRefBase* object) {
+    mRenderThread.queue(new DecStrongTask(object));
+}
+
+} /* namespace uirenderer */
+} /* namespace android */