auto import from //depot/cupcake/@135843
diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp
new file mode 100644
index 0000000..d3e456f
--- /dev/null
+++ b/libs/surfaceflinger/LayerBlur.cpp
@@ -0,0 +1,234 @@
+/*
+ * Copyright (C) 2007 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_TAG "SurfaceFlinger"
+
+#include <stdlib.h>
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <utils/Errors.h>
+#include <utils/Log.h>
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+
+#include "BlurFilter.h"
+#include "LayerBlur.h"
+#include "SurfaceFlinger.h"
+#include "DisplayHardware/DisplayHardware.h"
+
+namespace android {
+// ---------------------------------------------------------------------------
+
+const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
+const char* const LayerBlur::typeID = "LayerBlur";
+
+// ---------------------------------------------------------------------------
+
+LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
+        Client* client, int32_t i)
+     : LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
+     mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
+{
+}
+
+LayerBlur::~LayerBlur()
+{
+    if (mTextureName != -1U) {
+        //glDeleteTextures(1, &mTextureName);
+        deletedTextures.add(mTextureName);
+    }
+}
+
+void LayerBlur::setVisibleRegion(const Region& visibleRegion)
+{
+    LayerBaseClient::setVisibleRegion(visibleRegion);
+    if (visibleRegionScreen.isEmpty()) {
+        if (mTextureName != -1U) {
+            // We're not visible, free the texture up.
+            glBindTexture(GL_TEXTURE_2D, 0);
+            glDeleteTextures(1, &mTextureName);
+            mTextureName = -1U;
+        }
+    }
+}
+
+uint32_t LayerBlur::doTransaction(uint32_t flags)
+{
+    // we're doing a transaction, refresh the cache!
+    if (!mFlinger->isFrozen()) {
+        mRefreshCache = true;
+        mCacheDirty = true;
+        flags |= eVisibleRegion;
+        this->contentDirty = true;
+    }
+    return LayerBase::doTransaction(flags);    
+}
+
+void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
+{
+    // this code-path must be as tight as possible, it's called each time
+    // the screen is composited.
+    if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
+        // if anything visible below us is invalidated, the cache becomes dirty
+        if (!mCacheDirty && 
+                !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
+            mCacheDirty = true;
+        }
+        if (mCacheDirty) {
+            if (!mFlinger->isFrozen()) {
+                // update everything below us that is visible
+                outDirtyRegion.orSelf(visibleRegionScreen);
+                nsecs_t now = systemTime();
+                if ((now - mCacheAge) >= ms2ns(500)) {
+                    mCacheAge = now;
+                    mRefreshCache = true;
+                    mCacheDirty = false;
+                } else {
+                    if (!mAutoRefreshPending) {
+                        mFlinger->signalDelayedEvent(ms2ns(500));
+                        mAutoRefreshPending = true;
+                    }
+                }
+            }
+        }
+    }
+    LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
+}
+
+void LayerBlur::onDraw(const Region& clip) const
+{
+    const DisplayHardware& hw(graphicPlane(0).displayHardware());
+    const uint32_t fbHeight = hw.getHeight();
+    int x = mTransformedBounds.left;
+    int y = mTransformedBounds.top;
+    int w = mTransformedBounds.width();
+    int h = mTransformedBounds.height();
+    GLint X = x;
+    GLint Y = fbHeight - (y + h);
+    if (X < 0) {
+        w += X;
+        X = 0;
+    }
+    if (Y < 0) {
+        h += Y;
+        Y = 0;
+    }
+    if (w<0 || h<0) {
+        // we're outside of the framebuffer
+        return;
+    }
+
+    if (mTextureName == -1U) {
+        // create the texture name the first time
+        // can't do that in the ctor, because it runs in another thread.
+        glGenTextures(1, &mTextureName);
+    }
+
+    Region::iterator iterator(clip);
+    if (iterator) {
+        glEnable(GL_TEXTURE_2D);
+        glBindTexture(GL_TEXTURE_2D, mTextureName);
+    
+        if (mRefreshCache) {
+            mRefreshCache = false;
+            mAutoRefreshPending = false;
+            
+            // allocate enough memory for 4-bytes (2 pixels) aligned data
+            const int32_t s = (w + 1) & ~1;
+            uint16_t* const pixels = (uint16_t*)malloc(s*h*2);
+
+            // This reads the frame-buffer, so a h/w GL would have to
+            // finish() its rendering first. we don't want to do that
+            // too often. Read data is 4-bytes aligned.
+            glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+            
+            // blur that texture.
+            GGLSurface bl;
+            bl.version = sizeof(GGLSurface);
+            bl.width = w;
+            bl.height = h;
+            bl.stride = s;
+            bl.format = GGL_PIXEL_FORMAT_RGB_565;
+            bl.data = (GGLubyte*)pixels;            
+            blurFilter(&bl, 8, 2);
+            
+            // NOTE: this works only because we have POT. we'd have to round the
+            // texture size up, otherwise.
+            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+                    GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+
+            free((void*)pixels);
+        }
+        
+        const State& s = drawingState();
+        if (UNLIKELY(s.alpha < 0xFF)) {
+            const GGLfixed alpha = (s.alpha << 16)/255;
+            glColor4x(0, 0, 0, alpha);
+            glEnable(GL_BLEND);
+            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+            glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+        } else {
+            glDisable(GL_BLEND);
+        }
+
+        glDisable(GL_DITHER);
+        glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+        if (UNLIKELY(transformed()
+                || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
+            // This is a very rare scenario.
+            glMatrixMode(GL_TEXTURE);
+            glLoadIdentity();
+            glScalef(1.0f/w, -1.0f/h, 1);
+            glTranslatef(-x, -y, 0);
+            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+            glVertexPointer(2, GL_FIXED, 0, mVertices);
+            glTexCoordPointer(2, GL_FIXED, 0, mVertices);
+            Rect r;
+            while (iterator.iterate(&r)) {
+                const GLint sy = fbHeight - (r.top + r.height());
+                glScissor(r.left, sy, r.width(), r.height());
+                glDrawArrays(GL_TRIANGLE_FAN, 0, 4); 
+            }       
+        } else {
+            Region::iterator iterator(clip);
+            if (iterator) {
+                // NOTE: this is marginally faster with the software gl, because
+                // glReadPixels() reads the fb bottom-to-top, however we'll
+                // skip all the jaccobian computations.
+                Rect r;
+                GLint crop[4] = { 0, 0, w, h };
+                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
+                y = fbHeight - (y + h);
+                while (iterator.iterate(&r)) {
+                    const GLint sy = fbHeight - (r.top + r.height());
+                    glScissor(r.left, sy, r.width(), r.height());
+                    glDrawTexiOES(x, y, 0, w, h);
+                }
+            }
+        }
+    }
+
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+// ---------------------------------------------------------------------------
+
+}; // namespace android