TextureView Vulkan support and optimized OpenGL draw

Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.

Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
diff --git a/libs/hwui/surfacetexture/ImageConsumer.h b/libs/hwui/surfacetexture/ImageConsumer.h
new file mode 100644
index 0000000..31ee8db
--- /dev/null
+++ b/libs/hwui/surfacetexture/ImageConsumer.h
@@ -0,0 +1,97 @@
+/*
+ * Copyright (C) 2018 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.
+ */
+
+#pragma once
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+
+#include <gui/BufferQueueDefs.h>
+
+#include <SkImage.h>
+#include <cutils/compiler.h>
+#include <gui/BufferItem.h>
+#include <system/graphics.h>
+
+namespace android {
+
+namespace uirenderer {
+class RenderState;
+}
+
+class SurfaceTexture;
+
+/*
+ * ImageConsumer implements the parts of SurfaceTexture that deal with
+ * images consumed by HWUI view system.
+ */
+class ImageConsumer {
+public:
+    sk_sp<SkImage> dequeueImage(bool* queueEmpty, SurfaceTexture& cb,
+                                uirenderer::RenderState& renderState);
+
+    /**
+     * onAcquireBufferLocked amends the ConsumerBase method to update the
+     * mImageSlots array in addition to the ConsumerBase behavior.
+     */
+    void onAcquireBufferLocked(BufferItem* item);
+
+    /**
+     * onReleaseBufferLocked amends the ConsumerBase method to update the
+     * mImageSlots array in addition to the ConsumerBase.
+     */
+    void onReleaseBufferLocked(int slot);
+
+    /**
+     * onFreeBufferLocked frees up the given buffer slot. If the slot has been
+     * initialized this will release the reference to the GraphicBuffer in that
+     * slot and destroy the SkImage in that slot. Otherwise it has no effect.
+     */
+    void onFreeBufferLocked(int slotIndex);
+
+private:
+    /**
+     * ImageSlot contains the information and object references that
+     * ImageConsumer maintains about a BufferQueue buffer slot.
+     */
+    struct ImageSlot {
+        ImageSlot() : mEglFence(EGL_NO_SYNC_KHR) {}
+
+        // mImage is the SkImage created from mGraphicBuffer.
+        sk_sp<SkImage> mImage;
+
+        /**
+         * mEglFence is the EGL sync object that must signal before the buffer
+         * associated with this buffer slot may be dequeued.
+         */
+        EGLSyncKHR mEglFence;
+
+        void createIfNeeded(sp<GraphicBuffer> graphicBuffer);
+    };
+
+    /**
+     * ImageConsumer stores the SkImages that have been allocated by the BufferQueue
+     * for each buffer slot.  It is initialized to null pointers, and gets
+     * filled in with the result of BufferQueue::acquire when the
+     * client dequeues a buffer from a
+     * slot that has not yet been used. The buffer allocated to a slot will also
+     * be replaced if the requested buffer usage or geometry differs from that
+     * of the buffer allocated to a slot.
+     */
+    ImageSlot mImageSlots[BufferQueueDefs::NUM_BUFFER_SLOTS];
+};
+
+}; /* namespace android */