[Shadows] Add support for shadow attributes (7/n)

There are two types of shadows that need to be drawn, spot and ambient shadows. Each shadow
can support different colors. The GL code generates three vertex attributes for each shadow,
its position, color and shadow params(offset and distance). These can be sent using a single
glDrawElements call.

In order to support this, this change:
- adds a builder to Mesh class to support mixing and matching gl attributes
- adds support to offset VertexArrays so we can attributes for multiple
  shadows to one array
- modifies drawLayers to support drawing shadows (actual draw shadow code
  will be in a follow up cl)
- adds draw shadow state to render engine

Bug: 136561771
Test: go/wm-smoke
Test: atest librenderengine_test libgui_test SurfaceFlinger_test

Change-Id: I2e70c3dbba3266e44896d5b25e45640defe6353b
diff --git a/libs/renderengine/Mesh.cpp b/libs/renderengine/Mesh.cpp
index f5387f2..ed2f45f 100644
--- a/libs/renderengine/Mesh.cpp
+++ b/libs/renderengine/Mesh.cpp
@@ -21,38 +21,46 @@
 namespace android {
 namespace renderengine {
 
-Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
+Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize,
+           size_t cropCoordsSize, size_t shadowColorSize, size_t shadowParamsSize,
+           size_t indexCount)
       : mVertexCount(vertexCount),
         mVertexSize(vertexSize),
         mTexCoordsSize(texCoordSize),
-        mPrimitive(primitive) {
+        mCropCoordsSize(cropCoordsSize),
+        mShadowColorSize(shadowColorSize),
+        mShadowParamsSize(shadowParamsSize),
+        mPrimitive(primitive),
+        mIndexCount(indexCount) {
     if (vertexCount == 0) {
         mVertices.resize(1);
         mVertices[0] = 0.0f;
         mStride = 0;
         return;
     }
-
-    const size_t CROP_COORD_SIZE = 2;
-    size_t stride = vertexSize + texCoordSize + CROP_COORD_SIZE;
+    size_t stride = vertexSize + texCoordSize + cropCoordsSize + shadowColorSize + shadowParamsSize;
     size_t remainder = (stride * vertexCount) / vertexCount;
     // Since all of the input parameters are unsigned, if stride is less than
     // either vertexSize or texCoordSize, it must have overflowed. remainder
     // will be equal to stride as long as stride * vertexCount doesn't overflow.
     if ((stride < vertexSize) || (remainder != stride)) {
-        ALOGE("Overflow in Mesh(..., %zu, %zu, %zu, %zu)", vertexCount, vertexSize, texCoordSize,
-              CROP_COORD_SIZE);
+        ALOGE("Overflow in Mesh(..., %zu, %zu, %zu, %zu, %zu, %zu)", vertexCount, vertexSize,
+              texCoordSize, cropCoordsSize, shadowColorSize, shadowParamsSize);
         mVertices.resize(1);
         mVertices[0] = 0.0f;
         mVertexCount = 0;
         mVertexSize = 0;
         mTexCoordsSize = 0;
+        mCropCoordsSize = 0;
+        mShadowColorSize = 0;
+        mShadowParamsSize = 0;
         mStride = 0;
         return;
     }
 
     mVertices.resize(stride * vertexCount);
     mStride = stride;
+    mIndices.resize(indexCount);
 }
 
 Mesh::Primitive Mesh::getPrimitive() const {
@@ -80,6 +88,28 @@
     return mVertices.data() + mVertexSize + mTexCoordsSize;
 }
 
+float const* Mesh::getShadowColor() const {
+    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize;
+}
+float* Mesh::getShadowColor() {
+    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize;
+}
+
+float const* Mesh::getShadowParams() const {
+    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize + mShadowColorSize;
+}
+float* Mesh::getShadowParams() {
+    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize + mShadowColorSize;
+}
+
+uint16_t const* Mesh::getIndices() const {
+    return mIndices.data();
+}
+
+uint16_t* Mesh::getIndices() {
+    return mIndices.data();
+}
+
 size_t Mesh::getVertexCount() const {
     return mVertexCount;
 }
@@ -92,6 +122,14 @@
     return mTexCoordsSize;
 }
 
+size_t Mesh::getShadowColorSize() const {
+    return mShadowColorSize;
+}
+
+size_t Mesh::getShadowParamsSize() const {
+    return mShadowParamsSize;
+}
+
 size_t Mesh::getByteStride() const {
     return mStride * sizeof(float);
 }
@@ -100,5 +138,9 @@
     return mStride;
 }
 
+size_t Mesh::getIndexCount() const {
+    return mIndexCount;
+}
+
 } // namespace renderengine
 } // namespace android