Revert "Revert "Revert "TextureView Vulkan support and optimized OpenGL draw"""

This reverts commit 85f9096b5272c9a39e592e2e97cbbe6cb0e767ab.

Reason for revert: lensblur broken.

Change-Id: I83ac163159fc537bc15936a0f8597a7512ca9d6e
diff --git a/libs/hwui/renderstate/PixelBufferState.cpp b/libs/hwui/renderstate/PixelBufferState.cpp
new file mode 100644
index 0000000..3a6efb8
--- /dev/null
+++ b/libs/hwui/renderstate/PixelBufferState.cpp
@@ -0,0 +1,42 @@
+/*
+ * 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/PixelBufferState.h"
+
+namespace android {
+namespace uirenderer {
+
+PixelBufferState::PixelBufferState() : mCurrentPixelBuffer(0) {}
+
+bool PixelBufferState::bind(GLuint buffer) {
+    if (mCurrentPixelBuffer != buffer) {
+        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
+        mCurrentPixelBuffer = buffer;
+        return true;
+    }
+    return false;
+}
+
+bool PixelBufferState::unbind() {
+    if (mCurrentPixelBuffer) {
+        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+        mCurrentPixelBuffer = 0;
+        return true;
+    }
+    return false;
+}
+
+} /* namespace uirenderer */
+} /* namespace android */
diff --git a/libs/hwui/renderstate/PixelBufferState.h b/libs/hwui/renderstate/PixelBufferState.h
new file mode 100644
index 0000000..f7ae6c5
--- /dev/null
+++ b/libs/hwui/renderstate/PixelBufferState.h
@@ -0,0 +1,38 @@
+/*
+ * 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.
+ */
+#ifndef RENDERSTATE_PIXELBUFFERSTATE_H
+#define RENDERSTATE_PIXELBUFFERSTATE_H
+
+#include <GLES3/gl3.h>
+
+namespace android {
+namespace uirenderer {
+
+class PixelBufferState {
+    friend class Caches;  // TODO: move to RenderState
+public:
+    bool bind(GLuint buffer);
+    bool unbind();
+
+private:
+    PixelBufferState();
+    GLuint mCurrentPixelBuffer;
+};
+
+} /* namespace uirenderer */
+} /* namespace android */
+
+#endif  // RENDERSTATE_PIXELBUFFERSTATE_H
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index b524bcb..3be84f58 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -16,6 +16,8 @@
 #include "renderstate/RenderState.h"
 #include <GpuMemoryTracker.h>
 #include "DeferredLayerUpdater.h"
+#include "GlLayer.h"
+#include "VkLayer.h"
 #include "Snapshot.h"
 
 #include "renderthread/CanvasContext.h"
@@ -37,11 +39,44 @@
 RenderState::~RenderState() {
 }
 
-void RenderState::onContextCreated() {
+void RenderState::onGLContextCreated() {
+    GpuMemoryTracker::onGpuContextCreated();
+
+    // This is delayed because the first access of Caches makes GL calls
+    if (!mCaches) {
+        mCaches = &Caches::createInstance(*this);
+    }
+    mCaches->init();
+}
+
+static void layerLostGlContext(Layer* layer) {
+    LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL,
+                        "layerLostGlContext on non GL layer");
+    static_cast<GlLayer*>(layer)->onGlContextLost();
+}
+
+void RenderState::onGLContextDestroyed() {
+    // TODO: reset all cached state in state objects
+    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
+
+    mCaches->terminate();
+
+    destroyLayersInUpdater();
+    GpuMemoryTracker::onGpuContextDestroyed();
+}
+
+void RenderState::onVkContextCreated() {
     GpuMemoryTracker::onGpuContextCreated();
 }
 
-void RenderState::onContextDestroyed() {
+static void layerDestroyedVkContext(Layer* layer) {
+    LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan,
+                        "layerLostVkContext on non Vulkan layer");
+    static_cast<VkLayer*>(layer)->onVkContextDestroyed();
+}
+
+void RenderState::onVkContextDestroyed() {
+    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext);
     destroyLayersInUpdater();
     GpuMemoryTracker::onGpuContextDestroyed();
 }
@@ -50,6 +85,10 @@
     return mRenderThread.getGrContext();
 }
 
+void RenderState::flush(Caches::FlushMode mode) {
+    if (mCaches) mCaches->flush(mode);
+}
+
 void RenderState::onBitmapDestroyed(uint32_t pixelRefId) {
     // DEAD CODE
 }
@@ -87,6 +126,42 @@
     glDeleteFramebuffers(1, &fbo);
 }
 
+void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
+    if (mode == DrawGlInfo::kModeProcessNoContext) {
+        // If there's no context we don't need to interrupt as there's
+        // no gl state to save/restore
+        (*functor)(mode, info);
+    } else {
+        interruptForFunctorInvoke();
+        (*functor)(mode, info);
+        resumeFromFunctorInvoke();
+    }
+}
+
+void RenderState::interruptForFunctorInvoke() {
+    mCaches->textureState().resetActiveTexture();
+    debugOverdraw(false, false);
+    // TODO: We need a way to know whether the functor is sRGB aware (b/32072673)
+    if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) {
+        glDisable(GL_FRAMEBUFFER_SRGB_EXT);
+    }
+}
+
+void RenderState::resumeFromFunctorInvoke() {
+    if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) {
+        glEnable(GL_FRAMEBUFFER_SRGB_EXT);
+    }
+
+    glViewport(0, 0, mViewportWidth, mViewportHeight);
+    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+    debugOverdraw(false, false);
+
+    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+    mCaches->textureState().activateTexture(0);
+    mCaches->textureState().resetBoundTextures();
+}
+
 void RenderState::debugOverdraw(bool enable, bool clear) {
     // DEAD CODE
 }
@@ -115,9 +190,5 @@
     // DEAD CODE
 }
 
-renderthread::RenderThread& RenderState::getRenderThread() {
-    return mRenderThread;
-}
-
 } /* namespace uirenderer */
 } /* namespace android */
diff --git a/libs/hwui/renderstate/RenderState.h b/libs/hwui/renderstate/RenderState.h
index f39aa4b..97785a4 100644
--- a/libs/hwui/renderstate/RenderState.h
+++ b/libs/hwui/renderstate/RenderState.h
@@ -16,6 +16,8 @@
 #ifndef RENDERSTATE_H
 #define RENDERSTATE_H
 
+#include "Caches.h"
+#include "renderstate/PixelBufferState.h"
 #include "utils/Macros.h"
 
 #include <GLES2/gl2.h>
@@ -32,6 +34,7 @@
 namespace android {
 namespace uirenderer {
 
+class Caches;
 class Layer;
 class DeferredLayerUpdater;
 
@@ -41,16 +44,22 @@
 class RenderThread;
 }
 
+// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
 // wrapper of Caches for users to migrate to.
 class RenderState {
     PREVENT_COPY_AND_ASSIGN(RenderState);
     friend class renderthread::RenderThread;
+    friend class Caches;
     friend class renderthread::CacheManager;
 
 public:
-    void onContextCreated();
-    void onContextDestroyed();
+    void onGLContextCreated();
+    void onGLContextDestroyed();
 
+    void onVkContextCreated();
+    void onVkContextDestroyed();
+
+    void flush(Caches::FlushMode flushMode);
     void onBitmapDestroyed(uint32_t pixelRefId);
 
     void setViewport(GLsizei width, GLsizei height);
@@ -61,6 +70,8 @@
     GLuint createFramebuffer();
     void deleteFramebuffer(GLuint fbo);
 
+    void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
+
     void debugOverdraw(bool enable, bool clear);
 
     void registerLayer(Layer* layer) { mActiveLayers.insert(layer); }
@@ -90,15 +101,16 @@
 
     void dump();
 
-    renderthread::RenderThread& getRenderThread();
-
 private:
+    void interruptForFunctorInvoke();
+    void resumeFromFunctorInvoke();
     void destroyLayersInUpdater();
 
     explicit RenderState(renderthread::RenderThread& thread);
     ~RenderState();
 
     renderthread::RenderThread& mRenderThread;
+    Caches* mCaches = nullptr;
 
     std::set<Layer*> mActiveLayers;
     std::set<DeferredLayerUpdater*> mActiveLayerUpdaters;
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp
new file mode 100644
index 0000000..470b4f5
--- /dev/null
+++ b/libs/hwui/renderstate/TextureState.cpp
@@ -0,0 +1,147 @@
+/*
+ * 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"
+
+#include "Caches.h"
+#include "utils/TraceUtils.h"
+
+#include <GLES3/gl3.h>
+#include <SkBitmap.h>
+#include <SkCanvas.h>
+#include <memory>
+
+namespace android {
+namespace uirenderer {
+
+// Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is
+static const int SHADOW_LUT_SIZE = 128;
+
+// Must define as many texture units as specified by kTextureUnitsCount
+const GLenum kTextureUnits[] = {GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3};
+
+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);
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+}
+
+TextureState::~TextureState() {
+    if (mShadowLutTexture != nullptr) {
+        mShadowLutTexture->deleteTexture();
+    }
+}
+
+/**
+ * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
+ * darkness at that spot. Input values of 0->1 should be mapped within the same
+ * range, but can affect the curve for a different visual falloff.
+ *
+ * This is used to populate the shadow LUT texture for quick lookup in the
+ * shadow shader.
+ */
+static float computeShadowOpacity(float ratio) {
+    // exponential falloff function provided by UX
+    float val = 1 - ratio;
+    return exp(-val * val * 4.0) - 0.018;
+}
+
+void TextureState::constructTexture(Caches& caches) {
+    if (mShadowLutTexture == nullptr) {
+        mShadowLutTexture.reset(new Texture(caches));
+
+        unsigned char bytes[SHADOW_LUT_SIZE];
+        for (int i = 0; i < SHADOW_LUT_SIZE; i++) {
+            float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f);
+            bytes[i] = computeShadowOpacity(inputRatio) * 255;
+        }
+        mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes);
+        mShadowLutTexture->setFilter(GL_LINEAR);
+        mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE);
+    }
+}
+
+void TextureState::activateTexture(GLuint textureUnit) {
+    LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount,
+                        "Tried to use texture unit index %d, only %d exist", textureUnit,
+                        kTextureUnitsCount);
+    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 */
diff --git a/libs/hwui/renderstate/TextureState.h b/libs/hwui/renderstate/TextureState.h
new file mode 100644
index 0000000..f1996d4
--- /dev/null
+++ b/libs/hwui/renderstate/TextureState.h
@@ -0,0 +1,98 @@
+/*
+ * 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.
+ */
+#ifndef RENDERSTATE_TEXTURESTATE_H
+#define RENDERSTATE_TEXTURESTATE_H
+
+#include "Texture.h"
+#include "Vertex.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <memory>
+
+namespace android {
+namespace uirenderer {
+
+class Texture;
+
+class TextureState {
+    friend class Caches;  // TODO: move to RenderState
+public:
+    void constructTexture(Caches& caches);
+
+    /**
+     * Activate the specified texture unit. The texture unit must
+     * be specified using an integer number (0 for GL_TEXTURE0 etc.)
+     */
+    void activateTexture(GLuint textureUnit);
+
+    /**
+     * Invalidate the cached value of the active texture unit.
+     */
+    void resetActiveTexture();
+
+    /**
+     * Binds the specified texture as a GL_TEXTURE_2D texture.
+     * All texture bindings must be performed with this method or
+     * bindTexture(GLenum, GLuint).
+     */
+    void bindTexture(GLuint texture);
+
+    /**
+     * Binds the specified texture with the specified render target.
+     * All texture bindings must be performed with this method or
+     * bindTexture(GLuint).
+     */
+    void bindTexture(GLenum target, GLuint texture);
+
+    /**
+     * Deletes the specified texture and clears it from the cache
+     * of bound textures.
+     * All textures must be deleted using this method.
+     */
+    void deleteTexture(GLuint texture);
+
+    /**
+     * Signals that the cache of bound textures should be cleared.
+     * Other users of the context may have altered which textures are bound.
+     */
+    void resetBoundTextures();
+
+    /**
+     * Clear the cache of bound textures.
+     */
+    void unbindTexture(GLuint texture);
+
+    Texture* getShadowLutTexture() { return mShadowLutTexture.get(); }
+
+private:
+    // total number of texture units available for use
+    static const int kTextureUnitsCount = 4;
+
+    TextureState();
+    ~TextureState();
+    GLuint mTextureUnit;
+
+    // Caches texture bindings for the GL_TEXTURE_2D target
+    GLuint mBoundTextures[kTextureUnitsCount];
+
+    std::unique_ptr<Texture> mShadowLutTexture;
+};
+
+} /* namespace uirenderer */
+} /* namespace android */
+
+#endif  // RENDERSTATE_BLEND_H