[RenderEngine] Create GLES 3 RenderEngine.

Currently RenderEngine always creates GLES 2.0 context. However, extension like
GL_EXT_protected_textures needs GLES 3. This patch upgrades RenderEngine to
create a GLES 3 context by default, and falls back to GLES 2 if fails.

BUG: 35315015
Test: Build, flash and boot, force GPU composition to verify.
Change-Id: I50d033bedd892dd695405959d2d34f97ec831a0e
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
new file mode 100644
index 0000000..8a9e7bd
--- /dev/null
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -0,0 +1,985 @@
+/*
+ * Copyright 2013 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.
+ */
+
+//#define LOG_NDEBUG 0
+#undef LOG_TAG
+#define LOG_TAG "RenderEngine"
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "GLESRenderEngine.h"
+
+#include <math.h>
+#include <fstream>
+#include <sstream>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <cutils/compiler.h>
+#include <renderengine/Mesh.h>
+#include <renderengine/Texture.h>
+#include <renderengine/private/Description.h>
+#include <ui/ColorSpace.h>
+#include <ui/DebugUtils.h>
+#include <ui/Rect.h>
+#include <ui/Region.h>
+#include <utils/KeyedVector.h>
+#include <utils/String8.h>
+#include <utils/Trace.h>
+#include "GLExtensions.h"
+#include "GLFramebuffer.h"
+#include "GLImage.h"
+#include "Program.h"
+#include "ProgramCache.h"
+
+extern "C" EGLAPI const char* eglQueryStringImplementationANDROID(EGLDisplay dpy, EGLint name);
+
+bool checkGlError(const char* op, int lineNumber) {
+    bool errorFound = false;
+    GLint error = glGetError();
+    while (error != GL_NO_ERROR) {
+        errorFound = true;
+        error = glGetError();
+        ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error);
+    }
+    return errorFound;
+}
+
+static constexpr bool outputDebugPPMs = false;
+
+void writePPM(const char* basename, GLuint width, GLuint height) {
+    ALOGV("writePPM #%s: %d x %d", basename, width, height);
+
+    std::vector<GLubyte> pixels(width * height * 4);
+    std::vector<GLubyte> outBuffer(width * height * 3);
+
+    // TODO(courtneygo): We can now have float formats, need
+    // to remove this code or update to support.
+    // Make returned pixels fit in uint32_t, one byte per component
+    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    if (checkGlError(__FUNCTION__, __LINE__)) {
+        return;
+    }
+
+    std::string filename(basename);
+    filename.append(".ppm");
+    std::ofstream file(filename.c_str(), std::ios::binary);
+    if (!file.is_open()) {
+        ALOGE("Unable to open file: %s", filename.c_str());
+        ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
+              "surfaceflinger to write debug images");
+        return;
+    }
+
+    file << "P6\n";
+    file << width << "\n";
+    file << height << "\n";
+    file << 255 << "\n";
+
+    auto ptr = reinterpret_cast<char*>(pixels.data());
+    auto outPtr = reinterpret_cast<char*>(outBuffer.data());
+    for (int y = height - 1; y >= 0; y--) {
+        char* data = ptr + y * width * sizeof(uint32_t);
+
+        for (GLuint x = 0; x < width; x++) {
+            // Only copy R, G and B components
+            outPtr[0] = data[0];
+            outPtr[1] = data[1];
+            outPtr[2] = data[2];
+            data += sizeof(uint32_t);
+            outPtr += 3;
+        }
+    }
+    file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
+}
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+using ui::Dataspace;
+
+static status_t selectConfigForAttribute(EGLDisplay dpy, EGLint const* attrs, EGLint attribute,
+                                         EGLint wanted, EGLConfig* outConfig) {
+    EGLint numConfigs = -1, n = 0;
+    eglGetConfigs(dpy, nullptr, 0, &numConfigs);
+    std::vector<EGLConfig> configs(numConfigs, EGL_NO_CONFIG_KHR);
+    eglChooseConfig(dpy, attrs, configs.data(), configs.size(), &n);
+    configs.resize(n);
+
+    if (!configs.empty()) {
+        if (attribute != EGL_NONE) {
+            for (EGLConfig config : configs) {
+                EGLint value = 0;
+                eglGetConfigAttrib(dpy, config, attribute, &value);
+                if (wanted == value) {
+                    *outConfig = config;
+                    return NO_ERROR;
+                }
+            }
+        } else {
+            // just pick the first one
+            *outConfig = configs[0];
+            return NO_ERROR;
+        }
+    }
+
+    return NAME_NOT_FOUND;
+}
+
+class EGLAttributeVector {
+    struct Attribute;
+    class Adder;
+    friend class Adder;
+    KeyedVector<Attribute, EGLint> mList;
+    struct Attribute {
+        Attribute() : v(0){};
+        explicit Attribute(EGLint v) : v(v) {}
+        EGLint v;
+        bool operator<(const Attribute& other) const {
+            // this places EGL_NONE at the end
+            EGLint lhs(v);
+            EGLint rhs(other.v);
+            if (lhs == EGL_NONE) lhs = 0x7FFFFFFF;
+            if (rhs == EGL_NONE) rhs = 0x7FFFFFFF;
+            return lhs < rhs;
+        }
+    };
+    class Adder {
+        friend class EGLAttributeVector;
+        EGLAttributeVector& v;
+        EGLint attribute;
+        Adder(EGLAttributeVector& v, EGLint attribute) : v(v), attribute(attribute) {}
+
+    public:
+        void operator=(EGLint value) {
+            if (attribute != EGL_NONE) {
+                v.mList.add(Attribute(attribute), value);
+            }
+        }
+        operator EGLint() const { return v.mList[attribute]; }
+    };
+
+public:
+    EGLAttributeVector() { mList.add(Attribute(EGL_NONE), EGL_NONE); }
+    void remove(EGLint attribute) {
+        if (attribute != EGL_NONE) {
+            mList.removeItem(Attribute(attribute));
+        }
+    }
+    Adder operator[](EGLint attribute) { return Adder(*this, attribute); }
+    EGLint operator[](EGLint attribute) const { return mList[attribute]; }
+    // cast-operator to (EGLint const*)
+    operator EGLint const*() const { return &mList.keyAt(0).v; }
+};
+
+static status_t selectEGLConfig(EGLDisplay display, EGLint format, EGLint renderableType,
+                                EGLConfig* config) {
+    // select our EGLConfig. It must support EGL_RECORDABLE_ANDROID if
+    // it is to be used with WIFI displays
+    status_t err;
+    EGLint wantedAttribute;
+    EGLint wantedAttributeValue;
+
+    EGLAttributeVector attribs;
+    if (renderableType) {
+        attribs[EGL_RENDERABLE_TYPE] = renderableType;
+        attribs[EGL_RECORDABLE_ANDROID] = EGL_TRUE;
+        attribs[EGL_SURFACE_TYPE] = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
+        attribs[EGL_FRAMEBUFFER_TARGET_ANDROID] = EGL_TRUE;
+        attribs[EGL_RED_SIZE] = 8;
+        attribs[EGL_GREEN_SIZE] = 8;
+        attribs[EGL_BLUE_SIZE] = 8;
+        attribs[EGL_ALPHA_SIZE] = 8;
+        wantedAttribute = EGL_NONE;
+        wantedAttributeValue = EGL_NONE;
+    } else {
+        // if no renderable type specified, fallback to a simplified query
+        wantedAttribute = EGL_NATIVE_VISUAL_ID;
+        wantedAttributeValue = format;
+    }
+
+    err = selectConfigForAttribute(display, attribs, wantedAttribute, wantedAttributeValue, config);
+    if (err == NO_ERROR) {
+        EGLint caveat;
+        if (eglGetConfigAttrib(display, *config, EGL_CONFIG_CAVEAT, &caveat))
+            ALOGW_IF(caveat == EGL_SLOW_CONFIG, "EGL_SLOW_CONFIG selected!");
+    }
+
+    return err;
+}
+
+std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(int hwcFormat, uint32_t featureFlags) {
+    // initialize EGL for the default display
+    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+    if (!eglInitialize(display, nullptr, nullptr)) {
+        LOG_ALWAYS_FATAL("failed to initialize EGL");
+    }
+
+    GLExtensions& extensions = GLExtensions::getInstance();
+    extensions.initWithEGLStrings(eglQueryStringImplementationANDROID(display, EGL_VERSION),
+                                  eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS));
+
+    // The code assumes that ES2 or later is available if this extension is
+    // supported.
+    EGLConfig config = EGL_NO_CONFIG;
+    if (!extensions.hasNoConfigContext()) {
+        config = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
+    }
+
+    bool useContextPriority = extensions.hasContextPriority() &&
+            (featureFlags & RenderEngine::USE_HIGH_PRIORITY_CONTEXT);
+    EGLContext ctxt = createEglContext(display, config, EGL_NO_CONTEXT, useContextPriority);
+
+    // if can't create a GL context, we can only abort.
+    LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
+
+    EGLSurface dummy = EGL_NO_SURFACE;
+    if (!extensions.hasSurfacelessContext()) {
+        dummy = createDummyEglPbufferSurface(display, config, hwcFormat);
+        LOG_ALWAYS_FATAL_IF(dummy == EGL_NO_SURFACE, "can't create dummy pbuffer");
+    }
+
+    EGLBoolean success = eglMakeCurrent(display, dummy, dummy, ctxt);
+    LOG_ALWAYS_FATAL_IF(!success, "can't make dummy pbuffer current");
+
+    extensions.initWithGLStrings(glGetString(GL_VENDOR), glGetString(GL_RENDERER),
+                                 glGetString(GL_VERSION), glGetString(GL_EXTENSIONS));
+
+    // now figure out what version of GL did we actually get
+    GlesVersion version = parseGlesVersion(extensions.getVersion());
+
+    // initialize the renderer while GL is current
+    std::unique_ptr<GLESRenderEngine> engine;
+    switch (version) {
+        case GLES_VERSION_1_0:
+        case GLES_VERSION_1_1:
+            LOG_ALWAYS_FATAL("SurfaceFlinger requires OpenGL ES 2.0 minimum to run.");
+            break;
+        case GLES_VERSION_2_0:
+        case GLES_VERSION_3_0:
+            engine = std::make_unique<GLESRenderEngine>(featureFlags, display, config, ctxt, dummy);
+            break;
+    }
+
+    ALOGI("OpenGL ES informations:");
+    ALOGI("vendor    : %s", extensions.getVendor());
+    ALOGI("renderer  : %s", extensions.getRenderer());
+    ALOGI("version   : %s", extensions.getVersion());
+    ALOGI("extensions: %s", extensions.getExtensions());
+    ALOGI("GL_MAX_TEXTURE_SIZE = %zu", engine->getMaxTextureSize());
+    ALOGI("GL_MAX_VIEWPORT_DIMS = %zu", engine->getMaxViewportDims());
+
+    return engine;
+}
+
+EGLConfig GLESRenderEngine::chooseEglConfig(EGLDisplay display, int format, bool logConfig) {
+    status_t err;
+    EGLConfig config;
+
+    // First try to get an ES3 config
+    err = selectEGLConfig(display, format, EGL_OPENGL_ES3_BIT, &config);
+    if (err != NO_ERROR) {
+        // If ES3 fails, try to get an ES2 config
+        err = selectEGLConfig(display, format, EGL_OPENGL_ES2_BIT, &config);
+        if (err != NO_ERROR) {
+            // If ES2 still doesn't work, probably because we're on the emulator.
+            // try a simplified query
+            ALOGW("no suitable EGLConfig found, trying a simpler query");
+            err = selectEGLConfig(display, format, 0, &config);
+            if (err != NO_ERROR) {
+                // this EGL is too lame for android
+                LOG_ALWAYS_FATAL("no suitable EGLConfig found, giving up");
+            }
+        }
+    }
+
+    if (logConfig) {
+        // print some debugging info
+        EGLint r, g, b, a;
+        eglGetConfigAttrib(display, config, EGL_RED_SIZE, &r);
+        eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &g);
+        eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &b);
+        eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &a);
+        ALOGI("EGL information:");
+        ALOGI("vendor    : %s", eglQueryString(display, EGL_VENDOR));
+        ALOGI("version   : %s", eglQueryString(display, EGL_VERSION));
+        ALOGI("extensions: %s", eglQueryString(display, EGL_EXTENSIONS));
+        ALOGI("Client API: %s", eglQueryString(display, EGL_CLIENT_APIS) ?: "Not Supported");
+        ALOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, config);
+    }
+
+    return config;
+}
+
+GLESRenderEngine::GLESRenderEngine(uint32_t featureFlags, EGLDisplay display, EGLConfig config,
+                                   EGLContext ctxt, EGLSurface dummy)
+      : renderengine::impl::RenderEngine(featureFlags),
+        mEGLDisplay(display),
+        mEGLConfig(config),
+        mEGLContext(ctxt),
+        mDummySurface(dummy),
+        mVpWidth(0),
+        mVpHeight(0),
+        mUseColorManagement(featureFlags & USE_COLOR_MANAGEMENT) {
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
+    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
+
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+    glPixelStorei(GL_PACK_ALIGNMENT, 4);
+
+    const uint16_t protTexData[] = {0};
+    glGenTextures(1, &mProtectedTexName);
+    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
+
+    // mColorBlindnessCorrection = M;
+
+    if (mUseColorManagement) {
+        const ColorSpace srgb(ColorSpace::sRGB());
+        const ColorSpace displayP3(ColorSpace::DisplayP3());
+        const ColorSpace bt2020(ColorSpace::BT2020());
+
+        // no chromatic adaptation needed since all color spaces use D65 for their white points.
+        mSrgbToXyz = mat4(srgb.getRGBtoXYZ());
+        mDisplayP3ToXyz = mat4(displayP3.getRGBtoXYZ());
+        mBt2020ToXyz = mat4(bt2020.getRGBtoXYZ());
+        mXyzToSrgb = mat4(srgb.getXYZtoRGB());
+        mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
+        mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
+
+        // Compute sRGB to Display P3 and BT2020 transform matrix.
+        // NOTE: For now, we are limiting output wide color space support to
+        // Display-P3 and BT2020 only.
+        mSrgbToDisplayP3 = mXyzToDisplayP3 * mSrgbToXyz;
+        mSrgbToBt2020 = mXyzToBt2020 * mSrgbToXyz;
+
+        // Compute Display P3 to sRGB and BT2020 transform matrix.
+        mDisplayP3ToSrgb = mXyzToSrgb * mDisplayP3ToXyz;
+        mDisplayP3ToBt2020 = mXyzToBt2020 * mDisplayP3ToXyz;
+
+        // Compute BT2020 to sRGB and Display P3 transform matrix
+        mBt2020ToSrgb = mXyzToSrgb * mBt2020ToXyz;
+        mBt2020ToDisplayP3 = mXyzToDisplayP3 * mBt2020ToXyz;
+    }
+}
+
+GLESRenderEngine::~GLESRenderEngine() {
+    eglMakeCurrent(mEGLDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+    eglTerminate(mEGLDisplay);
+}
+
+std::unique_ptr<Framebuffer> GLESRenderEngine::createFramebuffer() {
+    return std::make_unique<GLFramebuffer>(*this);
+}
+
+std::unique_ptr<Image> GLESRenderEngine::createImage() {
+    return std::make_unique<GLImage>(*this);
+}
+
+void GLESRenderEngine::primeCache() const {
+    ProgramCache::getInstance().primeCache(mFeatureFlags & USE_COLOR_MANAGEMENT);
+}
+
+bool GLESRenderEngine::isCurrent() const {
+    return mEGLDisplay == eglGetCurrentDisplay() && mEGLContext == eglGetCurrentContext();
+}
+
+base::unique_fd GLESRenderEngine::flush() {
+    if (!GLExtensions::getInstance().hasNativeFenceSync()) {
+        return base::unique_fd();
+    }
+
+    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
+    if (sync == EGL_NO_SYNC_KHR) {
+        ALOGW("failed to create EGL native fence sync: %#x", eglGetError());
+        return base::unique_fd();
+    }
+
+    // native fence fd will not be populated until flush() is done.
+    glFlush();
+
+    // get the fence fd
+    base::unique_fd fenceFd(eglDupNativeFenceFDANDROID(mEGLDisplay, sync));
+    eglDestroySyncKHR(mEGLDisplay, sync);
+    if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
+        ALOGW("failed to dup EGL native fence sync: %#x", eglGetError());
+    }
+
+    return fenceFd;
+}
+
+bool GLESRenderEngine::finish() {
+    if (!GLExtensions::getInstance().hasFenceSync()) {
+        ALOGW("no synchronization support");
+        return false;
+    }
+
+    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr);
+    if (sync == EGL_NO_SYNC_KHR) {
+        ALOGW("failed to create EGL fence sync: %#x", eglGetError());
+        return false;
+    }
+
+    EGLint result = eglClientWaitSyncKHR(mEGLDisplay, sync, EGL_SYNC_FLUSH_COMMANDS_BIT_KHR,
+                                         2000000000 /*2 sec*/);
+    EGLint error = eglGetError();
+    eglDestroySyncKHR(mEGLDisplay, sync);
+    if (result != EGL_CONDITION_SATISFIED_KHR) {
+        if (result == EGL_TIMEOUT_EXPIRED_KHR) {
+            ALOGW("fence wait timed out");
+        } else {
+            ALOGW("error waiting on EGL fence: %#x", error);
+        }
+        return false;
+    }
+
+    return true;
+}
+
+bool GLESRenderEngine::waitFence(base::unique_fd fenceFd) {
+    if (!GLExtensions::getInstance().hasNativeFenceSync() ||
+        !GLExtensions::getInstance().hasWaitSync()) {
+        return false;
+    }
+
+    EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd, EGL_NONE};
+    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
+    if (sync == EGL_NO_SYNC_KHR) {
+        ALOGE("failed to create EGL native fence sync: %#x", eglGetError());
+        return false;
+    }
+
+    // fenceFd is now owned by EGLSync
+    (void)fenceFd.release();
+
+    // XXX: The spec draft is inconsistent as to whether this should return an
+    // EGLint or void.  Ignore the return value for now, as it's not strictly
+    // needed.
+    eglWaitSyncKHR(mEGLDisplay, sync, 0);
+    EGLint error = eglGetError();
+    eglDestroySyncKHR(mEGLDisplay, sync);
+    if (error != EGL_SUCCESS) {
+        ALOGE("failed to wait for EGL native fence sync: %#x", error);
+        return false;
+    }
+
+    return true;
+}
+
+void GLESRenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
+    glClearColor(red, green, blue, alpha);
+    glClear(GL_COLOR_BUFFER_BIT);
+}
+
+void GLESRenderEngine::fillRegionWithColor(const Region& region, float red, float green, float blue,
+                                           float alpha) {
+    size_t c;
+    Rect const* r = region.getArray(&c);
+    Mesh mesh(Mesh::TRIANGLES, c * 6, 2);
+    Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
+    for (size_t i = 0; i < c; i++, r++) {
+        position[i * 6 + 0].x = r->left;
+        position[i * 6 + 0].y = r->top;
+        position[i * 6 + 1].x = r->left;
+        position[i * 6 + 1].y = r->bottom;
+        position[i * 6 + 2].x = r->right;
+        position[i * 6 + 2].y = r->bottom;
+        position[i * 6 + 3].x = r->left;
+        position[i * 6 + 3].y = r->top;
+        position[i * 6 + 4].x = r->right;
+        position[i * 6 + 4].y = r->bottom;
+        position[i * 6 + 5].x = r->right;
+        position[i * 6 + 5].y = r->top;
+    }
+    setupFillWithColor(red, green, blue, alpha);
+    drawMesh(mesh);
+}
+
+void GLESRenderEngine::setScissor(const Rect& region) {
+    // Invert y-coordinate to map to GL-space.
+    int32_t canvasHeight = mFboHeight;
+    int32_t glBottom = canvasHeight - region.bottom;
+
+    glScissor(region.left, glBottom, region.getWidth(), region.getHeight());
+    glEnable(GL_SCISSOR_TEST);
+}
+
+void GLESRenderEngine::disableScissor() {
+    glDisable(GL_SCISSOR_TEST);
+}
+
+void GLESRenderEngine::genTextures(size_t count, uint32_t* names) {
+    glGenTextures(count, names);
+}
+
+void GLESRenderEngine::deleteTextures(size_t count, uint32_t const* names) {
+    glDeleteTextures(count, names);
+}
+
+void GLESRenderEngine::bindExternalTextureImage(uint32_t texName, const Image& image) {
+    const GLImage& glImage = static_cast<const GLImage&>(image);
+    const GLenum target = GL_TEXTURE_EXTERNAL_OES;
+
+    glBindTexture(target, texName);
+    if (glImage.getEGLImage() != EGL_NO_IMAGE_KHR) {
+        glEGLImageTargetTexture2DOES(target, static_cast<GLeglImageOES>(glImage.getEGLImage()));
+    }
+}
+
+status_t GLESRenderEngine::bindFrameBuffer(Framebuffer* framebuffer) {
+    GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(framebuffer);
+    EGLImageKHR eglImage = glFramebuffer->getEGLImage();
+    uint32_t textureName = glFramebuffer->getTextureName();
+    uint32_t framebufferName = glFramebuffer->getFramebufferName();
+
+    // Bind the texture and turn our EGLImage into a texture
+    glBindTexture(GL_TEXTURE_2D, textureName);
+    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)eglImage);
+
+    // Bind the Framebuffer to render into
+    glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
+
+    mFboHeight = glFramebuffer->getBufferHeight();
+
+    uint32_t glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+    ALOGE_IF(glStatus != GL_FRAMEBUFFER_COMPLETE_OES, "glCheckFramebufferStatusOES error %d",
+             glStatus);
+
+    return glStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
+}
+
+void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /* framebuffer */) {
+    mFboHeight = 0;
+
+    // back to main framebuffer
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void GLESRenderEngine::checkErrors() const {
+    do {
+        // there could be more than one error flag
+        GLenum error = glGetError();
+        if (error == GL_NO_ERROR) break;
+        ALOGE("GL error 0x%04x", int(error));
+    } while (true);
+}
+
+status_t GLESRenderEngine::drawLayers(const DisplaySettings& /*settings*/,
+                                      const std::vector<LayerSettings>& /*layers*/,
+                                      ANativeWindowBuffer* const /*buffer*/,
+                                      base::unique_fd* /*displayFence*/) const {
+    return NO_ERROR;
+}
+
+void GLESRenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
+                                                ui::Transform::orientation_flags rotation) {
+    int32_t l = sourceCrop.left;
+    int32_t r = sourceCrop.right;
+    int32_t b = sourceCrop.bottom;
+    int32_t t = sourceCrop.top;
+    std::swap(t, b);
+    mat4 m = mat4::ortho(l, r, b, t, 0, 1);
+
+    // Apply custom rotation to the projection.
+    float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
+    switch (rotation) {
+        case ui::Transform::ROT_0:
+            break;
+        case ui::Transform::ROT_90:
+            m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
+            break;
+        case ui::Transform::ROT_180:
+            m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
+            break;
+        case ui::Transform::ROT_270:
+            m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
+            break;
+        default:
+            break;
+    }
+
+    glViewport(0, 0, vpw, vph);
+    mState.projectionMatrix = m;
+    mVpWidth = vpw;
+    mVpHeight = vph;
+}
+
+void GLESRenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
+                                          const half4& color, float cornerRadius) {
+    mState.isPremultipliedAlpha = premultipliedAlpha;
+    mState.isOpaque = opaque;
+    mState.color = color;
+    mState.cornerRadius = cornerRadius;
+
+    if (disableTexture) {
+        mState.textureEnabled = false;
+    }
+
+    if (color.a < 1.0f || !opaque || cornerRadius > 0.0f) {
+        glEnable(GL_BLEND);
+        glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    } else {
+        glDisable(GL_BLEND);
+    }
+}
+
+void GLESRenderEngine::setSourceY410BT2020(bool enable) {
+    mState.isY410BT2020 = enable;
+}
+
+void GLESRenderEngine::setSourceDataSpace(Dataspace source) {
+    mDataSpace = source;
+}
+
+void GLESRenderEngine::setOutputDataSpace(Dataspace dataspace) {
+    mOutputDataSpace = dataspace;
+}
+
+void GLESRenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
+    mState.displayMaxLuminance = maxLuminance;
+}
+
+void GLESRenderEngine::setupLayerTexturing(const Texture& texture) {
+    GLuint target = texture.getTextureTarget();
+    glBindTexture(target, texture.getTextureName());
+    GLenum filter = GL_NEAREST;
+    if (texture.getFiltering()) {
+        filter = GL_LINEAR;
+    }
+    glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+    glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
+
+    mState.texture = texture;
+    mState.textureEnabled = true;
+}
+
+void GLESRenderEngine::setupLayerBlackedOut() {
+    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+    Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
+    texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
+    mState.texture = texture;
+    mState.textureEnabled = true;
+}
+
+void GLESRenderEngine::setColorTransform(const mat4& colorTransform) {
+    mState.colorMatrix = colorTransform;
+}
+
+void GLESRenderEngine::disableTexturing() {
+    mState.textureEnabled = false;
+}
+
+void GLESRenderEngine::disableBlending() {
+    glDisable(GL_BLEND);
+}
+
+void GLESRenderEngine::setupFillWithColor(float r, float g, float b, float a) {
+    mState.isPremultipliedAlpha = true;
+    mState.isOpaque = false;
+    mState.color = half4(r, g, b, a);
+    mState.textureEnabled = false;
+    glDisable(GL_BLEND);
+}
+
+void GLESRenderEngine::setupCornerRadiusCropSize(float width, float height) {
+    mState.cropSize = half2(width, height);
+}
+
+void GLESRenderEngine::drawMesh(const Mesh& mesh) {
+    ATRACE_CALL();
+    if (mesh.getTexCoordsSize()) {
+        glEnableVertexAttribArray(Program::texCoords);
+        glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
+                              mesh.getByteStride(), mesh.getTexCoords());
+    }
+
+    glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
+                          mesh.getByteStride(), mesh.getPositions());
+
+    if (mState.cornerRadius > 0.0f) {
+        glEnableVertexAttribArray(Program::cropCoords);
+        glVertexAttribPointer(Program::cropCoords, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
+                              mesh.getByteStride(), mesh.getCropCoords());
+    }
+
+    // By default, DISPLAY_P3 is the only supported wide color output. However,
+    // when HDR content is present, hardware composer may be able to handle
+    // BT2020 data space, in that case, the output data space is set to be
+    // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need
+    // to respect this and convert non-HDR content to HDR format.
+    if (mUseColorManagement) {
+        Description managedState = mState;
+        Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
+        Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+        Dataspace outputStandard =
+                static_cast<Dataspace>(mOutputDataSpace & Dataspace::STANDARD_MASK);
+        Dataspace outputTransfer =
+                static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK);
+        bool needsXYZConversion = needsXYZTransformMatrix();
+
+        // NOTE: if the input standard of the input dataspace is not STANDARD_DCI_P3 or
+        // STANDARD_BT2020, it will be  treated as STANDARD_BT709
+        if (inputStandard != Dataspace::STANDARD_DCI_P3 &&
+            inputStandard != Dataspace::STANDARD_BT2020) {
+            inputStandard = Dataspace::STANDARD_BT709;
+        }
+
+        if (needsXYZConversion) {
+            // The supported input color spaces are standard RGB, Display P3 and BT2020.
+            switch (inputStandard) {
+                case Dataspace::STANDARD_DCI_P3:
+                    managedState.inputTransformMatrix = mDisplayP3ToXyz;
+                    break;
+                case Dataspace::STANDARD_BT2020:
+                    managedState.inputTransformMatrix = mBt2020ToXyz;
+                    break;
+                default:
+                    managedState.inputTransformMatrix = mSrgbToXyz;
+                    break;
+            }
+
+            // The supported output color spaces are BT2020, Display P3 and standard RGB.
+            switch (outputStandard) {
+                case Dataspace::STANDARD_BT2020:
+                    managedState.outputTransformMatrix = mXyzToBt2020;
+                    break;
+                case Dataspace::STANDARD_DCI_P3:
+                    managedState.outputTransformMatrix = mXyzToDisplayP3;
+                    break;
+                default:
+                    managedState.outputTransformMatrix = mXyzToSrgb;
+                    break;
+            }
+        } else if (inputStandard != outputStandard) {
+            // At this point, the input data space and output data space could be both
+            // HDR data spaces, but they match each other, we do nothing in this case.
+            // In addition to the case above, the input data space could be
+            // - scRGB linear
+            // - scRGB non-linear
+            // - sRGB
+            // - Display P3
+            // - BT2020
+            // The output data spaces could be
+            // - sRGB
+            // - Display P3
+            // - BT2020
+            switch (outputStandard) {
+                case Dataspace::STANDARD_BT2020:
+                    if (inputStandard == Dataspace::STANDARD_BT709) {
+                        managedState.outputTransformMatrix = mSrgbToBt2020;
+                    } else if (inputStandard == Dataspace::STANDARD_DCI_P3) {
+                        managedState.outputTransformMatrix = mDisplayP3ToBt2020;
+                    }
+                    break;
+                case Dataspace::STANDARD_DCI_P3:
+                    if (inputStandard == Dataspace::STANDARD_BT709) {
+                        managedState.outputTransformMatrix = mSrgbToDisplayP3;
+                    } else if (inputStandard == Dataspace::STANDARD_BT2020) {
+                        managedState.outputTransformMatrix = mBt2020ToDisplayP3;
+                    }
+                    break;
+                default:
+                    if (inputStandard == Dataspace::STANDARD_DCI_P3) {
+                        managedState.outputTransformMatrix = mDisplayP3ToSrgb;
+                    } else if (inputStandard == Dataspace::STANDARD_BT2020) {
+                        managedState.outputTransformMatrix = mBt2020ToSrgb;
+                    }
+                    break;
+            }
+        }
+
+        // we need to convert the RGB value to linear space and convert it back when:
+        // - there is a color matrix that is not an identity matrix, or
+        // - there is an output transform matrix that is not an identity matrix, or
+        // - the input transfer function doesn't match the output transfer function.
+        if (managedState.hasColorMatrix() || managedState.hasOutputTransformMatrix() ||
+            inputTransfer != outputTransfer) {
+            managedState.inputTransferFunction =
+                    Description::dataSpaceToTransferFunction(inputTransfer);
+            managedState.outputTransferFunction =
+                    Description::dataSpaceToTransferFunction(outputTransfer);
+        }
+
+        ProgramCache::getInstance().useProgram(managedState);
+
+        glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+
+        if (outputDebugPPMs) {
+            static uint64_t managedColorFrameCount = 0;
+            std::ostringstream out;
+            out << "/data/texture_out" << managedColorFrameCount++;
+            writePPM(out.str().c_str(), mVpWidth, mVpHeight);
+        }
+    } else {
+        ProgramCache::getInstance().useProgram(mState);
+
+        glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+    }
+
+    if (mesh.getTexCoordsSize()) {
+        glDisableVertexAttribArray(Program::texCoords);
+    }
+
+    if (mState.cornerRadius > 0.0f) {
+        glDisableVertexAttribArray(Program::cropCoords);
+    }
+}
+
+size_t GLESRenderEngine::getMaxTextureSize() const {
+    return mMaxTextureSize;
+}
+
+size_t GLESRenderEngine::getMaxViewportDims() const {
+    return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
+}
+
+void GLESRenderEngine::dump(String8& result) {
+    const GLExtensions& extensions = GLExtensions::getInstance();
+
+    result.appendFormat("EGL implementation : %s\n", extensions.getEGLVersion());
+    result.appendFormat("%s\n", extensions.getEGLExtensions());
+
+    result.appendFormat("GLES: %s, %s, %s\n", extensions.getVendor(), extensions.getRenderer(),
+                        extensions.getVersion());
+    result.appendFormat("%s\n", extensions.getExtensions());
+
+    result.appendFormat("RenderEngine program cache size: %zu\n",
+                        ProgramCache::getInstance().getSize());
+
+    result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n",
+                        dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
+                        dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
+}
+
+GLESRenderEngine::GlesVersion GLESRenderEngine::parseGlesVersion(const char* str) {
+    int major, minor;
+    if (sscanf(str, "OpenGL ES-CM %d.%d", &major, &minor) != 2) {
+        if (sscanf(str, "OpenGL ES %d.%d", &major, &minor) != 2) {
+            ALOGW("Unable to parse GL_VERSION string: \"%s\"", str);
+            return GLES_VERSION_1_0;
+        }
+    }
+
+    if (major == 1 && minor == 0) return GLES_VERSION_1_0;
+    if (major == 1 && minor >= 1) return GLES_VERSION_1_1;
+    if (major == 2 && minor >= 0) return GLES_VERSION_2_0;
+    if (major == 3 && minor >= 0) return GLES_VERSION_3_0;
+
+    ALOGW("Unrecognized OpenGL ES version: %d.%d", major, minor);
+    return GLES_VERSION_1_0;
+}
+
+EGLContext GLESRenderEngine::createEglContext(EGLDisplay display, EGLConfig config,
+                                              EGLContext shareContext, bool useContextPriority) {
+    EGLint renderableType = 0;
+    if (config == EGL_NO_CONFIG) {
+        renderableType = EGL_OPENGL_ES3_BIT;
+    } else if (!eglGetConfigAttrib(display, config, EGL_RENDERABLE_TYPE, &renderableType)) {
+        LOG_ALWAYS_FATAL("can't query EGLConfig RENDERABLE_TYPE");
+    }
+    EGLint contextClientVersion = 0;
+    if (renderableType & EGL_OPENGL_ES3_BIT) {
+        contextClientVersion = 3;
+    } else if (renderableType & EGL_OPENGL_ES2_BIT) {
+        contextClientVersion = 2;
+    } else if (renderableType & EGL_OPENGL_ES_BIT) {
+        contextClientVersion = 1;
+    } else {
+        LOG_ALWAYS_FATAL("no supported EGL_RENDERABLE_TYPEs");
+    }
+
+    std::vector<EGLint> contextAttributes;
+    contextAttributes.reserve(5);
+    contextAttributes.push_back(EGL_CONTEXT_CLIENT_VERSION);
+    contextAttributes.push_back(contextClientVersion);
+    if (useContextPriority) {
+        contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
+        contextAttributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
+    }
+    contextAttributes.push_back(EGL_NONE);
+
+    EGLContext context = eglCreateContext(display, config, shareContext, contextAttributes.data());
+
+    if (contextClientVersion == 3 && context == EGL_NO_CONTEXT) {
+        // eglGetConfigAttrib indicated we can create GLES 3 context, but we failed, thus
+        // EGL_NO_CONTEXT so that we can abort.
+        if (config != EGL_NO_CONFIG) {
+            return context;
+        }
+        // If |config| is EGL_NO_CONFIG, we speculatively try to create GLES 3 context, so we should
+        // try to fall back to GLES 2.
+        contextAttributes[1] = 2;
+        context = eglCreateContext(display, config, shareContext, contextAttributes.data());
+    }
+
+    return context;
+}
+
+EGLSurface GLESRenderEngine::createDummyEglPbufferSurface(EGLDisplay display, EGLConfig config,
+                                                          int hwcFormat) {
+    EGLConfig dummyConfig = config;
+    if (dummyConfig == EGL_NO_CONFIG) {
+        dummyConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
+    }
+    std::vector<EGLint> attributes;
+    attributes.reserve(5);
+    attributes.push_back(EGL_WIDTH);
+    attributes.push_back(1);
+    attributes.push_back(EGL_HEIGHT);
+    attributes.push_back(1);
+    attributes.push_back(EGL_NONE);
+
+    return eglCreatePbufferSurface(display, dummyConfig, attributes.data());
+}
+
+bool GLESRenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
+    const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK);
+    const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK);
+    return standard == Dataspace::STANDARD_BT2020 &&
+            (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG);
+}
+
+// For convenience, we want to convert the input color space to XYZ color space first,
+// and then convert from XYZ color space to output color space when
+// - SDR and HDR contents are mixed, either SDR content will be converted to HDR or
+//   HDR content will be tone-mapped to SDR; Or,
+// - there are HDR PQ and HLG contents presented at the same time, where we want to convert
+//   HLG content to PQ content.
+// In either case above, we need to operate the Y value in XYZ color space. Thus, when either
+// input data space or output data space is HDR data space, and the input transfer function
+// doesn't match the output transfer function, we would enable an intermediate transfrom to
+// XYZ color space.
+bool GLESRenderEngine::needsXYZTransformMatrix() const {
+    const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace);
+    const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace);
+    const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+    const Dataspace outputTransfer =
+            static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK);
+
+    return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer;
+}
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android