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/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 */