gpu_tonemapper: Include gpu tonemapper

GPU tonemapper library which is used by HWC to tone
map the layers from one Gamut to another based on the
3D LUT.

Change-Id: Iccaa38e40989e832fd3891a24eca494aba696d9a
Crs-fixed: 1094964
diff --git a/gpu_tonemapper/Tonemapper.cpp b/gpu_tonemapper/Tonemapper.cpp
new file mode 100644
index 0000000..957c133
--- /dev/null
+++ b/gpu_tonemapper/Tonemapper.cpp
@@ -0,0 +1,118 @@
+/*
+ * Copyright (c) 2016, The Linux Foundation. All rights reserved.
+ * Not a Contribution.
+ *
+ * Copyright 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 <utils/Log.h>
+
+#include "EGLImageWrapper.h"
+#include "Tonemapper.h"
+#include "engine.h"
+#include "forward_tonemap.inl"
+#include "fullscreen_vertex_shader.inl"
+#include "rgba_inverse_tonemap.inl"
+
+//-----------------------------------------------------------------------------
+Tonemapper::Tonemapper()
+//-----------------------------------------------------------------------------
+{
+  tonemapTexture = 0;
+  lutXformTexture = 0;
+  programID = 0;
+}
+
+//-----------------------------------------------------------------------------
+Tonemapper::~Tonemapper()
+//-----------------------------------------------------------------------------
+{
+  engine_deleteInputBuffer(tonemapTexture);
+  engine_deleteInputBuffer(lutXformTexture);
+  engine_deleteProgram(programID);
+}
+
+//-----------------------------------------------------------------------------
+Tonemapper *Tonemapper::build(int type, void *colorMap, int colorMapSize, void *lutXform,
+                              int lutXformSize)
+//-----------------------------------------------------------------------------
+{
+  if (colorMapSize <= 0) {
+      ALOGE("Invalid Color Map size = %d", colorMapSize);
+      return NULL;
+  }
+  engine_bind();
+
+  // build new tonemapper
+  Tonemapper *tonemapper = new Tonemapper();
+  // load the 3d lut
+  tonemapper->tonemapTexture = engine_load3DTexture(colorMap, colorMapSize, 0);
+  // load the non-uniform xform
+  tonemapper->lutXformTexture = engine_load1DTexture(lutXform, lutXformSize, 0);
+  bool bUseXform = (tonemapper->lutXformTexture != 0) && (lutXformSize != 0);
+
+  // create the program
+  const char *fragmentShaders[3];
+  int fragmentShaderCount = 0;
+  const char *version = "#version 300 es\n";
+  const char *define = "#define USE_NONUNIFORM_SAMPLING\n";
+
+  fragmentShaders[fragmentShaderCount++] = version;
+
+  // non-uniform sampling
+  if (bUseXform) {
+    fragmentShaders[fragmentShaderCount++] = define;
+  }
+
+  if (type == TONEMAP_INVERSE) {  // inverse tonemapping
+    fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader;
+  } else {  // forward tonemapping
+    fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader;
+  }
+
+  tonemapper->programID =
+      engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders);
+
+  return tonemapper;
+}
+
+//-----------------------------------------------------------------------------
+int Tonemapper::blit(const void *dst, const void *src, int srcFenceFd)
+//-----------------------------------------------------------------------------
+{
+  // make current
+  engine_bind();
+
+  // create eglimages if required
+  EGLImageBuffer *dst_buffer = EGLImageWrapper::wrap(dst);
+  EGLImageBuffer *src_buffer = EGLImageWrapper::wrap(src);
+
+  // bind the program
+  engine_setProgram(programID);
+
+  // set destination
+  engine_setDestination(dst_buffer->getFramebuffer(), 0, 0, dst_buffer->getWidth(),
+                        dst_buffer->getHeight());
+  // set source
+  engine_setExternalInputBuffer(0, src_buffer->getTexture());
+  // set 3d lut
+  engine_set3DInputBuffer(1, tonemapTexture);
+  // set non-uniform xform
+  engine_set2DInputBuffer(2, lutXformTexture);
+
+  // perform
+  int fenceFD = engine_blit(srcFenceFd);
+
+  return fenceFD;
+}