Initial import of VNCFlinger
diff --git a/src/Program.cpp b/src/Program.cpp
new file mode 100644
index 0000000..72c11aa
--- /dev/null
+++ b/src/Program.cpp
@@ -0,0 +1,307 @@
+/*
+ * 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_TAG "VNC"
+//#define LOG_NDEBUG 0
+#include <utils/Log.h>
+
+#include "Program.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <assert.h>
+
+using namespace android;
+
+// 4x4 identity matrix
+const float Program::kIdentity[] = {
+        1.0f, 0.0f, 0.0f, 0.0f,
+        0.0f, 1.0f, 0.0f, 0.0f,
+        0.0f, 0.0f, 1.0f, 0.0f,
+        0.0f, 0.0f, 0.0f, 1.0f
+};
+
+// Simple vertex shader.  Texture coord calc includes matrix for GLConsumer
+// transform.
+static const char* kVertexShader =
+        "uniform mat4 uMVPMatrix;\n"
+        "uniform mat4 uGLCMatrix;\n"
+        "attribute vec4 aPosition;\n"
+        "attribute vec4 aTextureCoord;\n"
+        "varying vec2 vTextureCoord;\n"
+        "void main() {\n"
+        "    gl_Position = uMVPMatrix * aPosition;\n"
+        "    vTextureCoord = (uGLCMatrix * aTextureCoord).xy;\n"
+        "}\n";
+
+// Trivial fragment shader for external texture.
+static const char* kExtFragmentShader =
+        "#extension GL_OES_EGL_image_external : require\n"
+        "precision mediump float;\n"
+        "varying vec2 vTextureCoord;\n"
+        "uniform samplerExternalOES uTexture;\n"
+        "void main() {\n"
+        "    gl_FragColor = texture2D(uTexture, vTextureCoord);\n"
+        "}\n";
+
+// Trivial fragment shader for mundane texture.
+static const char* kFragmentShader =
+        "precision mediump float;\n"
+        "varying vec2 vTextureCoord;\n"
+        "uniform sampler2D uTexture;\n"
+        "void main() {\n"
+        "    gl_FragColor = texture2D(uTexture, vTextureCoord);\n"
+        //"    gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0);\n"
+        "}\n";
+
+status_t Program::setup(ProgramType type) {
+    ALOGV("Program::setup type=%d", type);
+    status_t err;
+
+    mProgramType = type;
+
+    GLuint program;
+    if (type == PROGRAM_TEXTURE_2D) {
+        err = createProgram(&program, kVertexShader, kFragmentShader);
+    } else {
+        err = createProgram(&program, kVertexShader, kExtFragmentShader);
+    }
+    if (err != NO_ERROR) {
+        return err;
+    }
+    assert(program != 0);
+
+    maPositionLoc = glGetAttribLocation(program, "aPosition");
+    maTextureCoordLoc = glGetAttribLocation(program, "aTextureCoord");
+    muMVPMatrixLoc = glGetUniformLocation(program, "uMVPMatrix");
+    muGLCMatrixLoc = glGetUniformLocation(program, "uGLCMatrix");
+    muTextureLoc = glGetUniformLocation(program, "uTexture");
+    if ((maPositionLoc | maTextureCoordLoc | muMVPMatrixLoc |
+            muGLCMatrixLoc | muTextureLoc) == -1) {
+        ALOGE("Attrib/uniform lookup failed: %#x", glGetError());
+        glDeleteProgram(program);
+        return UNKNOWN_ERROR;
+    }
+
+    mProgram = program;
+    return NO_ERROR;
+}
+
+void Program::release() {
+    ALOGV("Program::release");
+    if (mProgram != 0) {
+        glDeleteProgram(mProgram);
+        mProgram = 0;
+    }
+}
+
+status_t Program::createProgram(GLuint* outPgm, const char* vertexShader,
+        const char* fragmentShader) {
+    GLuint vs, fs;
+    status_t err;
+
+    err = compileShader(GL_VERTEX_SHADER, vertexShader, &vs);
+    if (err != NO_ERROR) {
+        return err;
+    }
+    err = compileShader(GL_FRAGMENT_SHADER, fragmentShader, &fs);
+    if (err != NO_ERROR) {
+        glDeleteShader(vs);
+        return err;
+    }
+
+    GLuint program;
+    err = linkShaderProgram(vs, fs, &program);
+    glDeleteShader(vs);
+    glDeleteShader(fs);
+    if (err == NO_ERROR) {
+        *outPgm = program;
+    }
+    return err;
+}
+
+status_t Program::compileShader(GLenum shaderType, const char* src,
+        GLuint* outShader) {
+    GLuint shader = glCreateShader(shaderType);
+    if (shader == 0) {
+        ALOGE("glCreateShader error: %#x", glGetError());
+        return UNKNOWN_ERROR;
+    }
+
+    glShaderSource(shader, 1, &src, NULL);
+    glCompileShader(shader);
+
+    GLint compiled = 0;
+    glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+    if (!compiled) {
+        ALOGE("Compile of shader type %d failed", shaderType);
+        GLint infoLen = 0;
+        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+        if (infoLen) {
+            char* buf = new char[infoLen];
+            if (buf) {
+                glGetShaderInfoLog(shader, infoLen, NULL, buf);
+                ALOGE("Compile log: %s", buf);
+                delete[] buf;
+            }
+        }
+        glDeleteShader(shader);
+        return UNKNOWN_ERROR;
+    }
+    *outShader = shader;
+    return NO_ERROR;
+}
+
+status_t Program::linkShaderProgram(GLuint vs, GLuint fs, GLuint* outPgm) {
+    GLuint program = glCreateProgram();
+    if (program == 0) {
+        ALOGE("glCreateProgram error: %#x", glGetError());
+        return UNKNOWN_ERROR;
+    }
+
+    glAttachShader(program, vs);
+    glAttachShader(program, fs);
+    glLinkProgram(program);
+    GLint linkStatus = GL_FALSE;
+    glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+    if (linkStatus != GL_TRUE) {
+        ALOGE("glLinkProgram failed");
+        GLint bufLength = 0;
+        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+        if (bufLength) {
+            char* buf = new char[bufLength];
+            if (buf) {
+                glGetProgramInfoLog(program, bufLength, NULL, buf);
+                ALOGE("Link log: %s", buf);
+                delete[] buf;
+            }
+        }
+        glDeleteProgram(program);
+        return UNKNOWN_ERROR;
+    }
+
+    *outPgm = program;
+    return NO_ERROR;
+}
+
+
+
+status_t Program::blit(GLuint texName, const float* texMatrix,
+        int32_t x, int32_t y, int32_t w, int32_t h, bool invert) const {
+    ALOGV("Program::blit %d xy=%d,%d wh=%d,%d", texName, x, y, w, h);
+
+    const float pos[] = {
+        float(x),   float(y+h),
+        float(x+w), float(y+h),
+        float(x),   float(y),
+        float(x+w), float(y),
+    };
+    const float uv[] = {
+        0.0f, 0.0f,
+        1.0f, 0.0f,
+        0.0f, 1.0f,
+        1.0f, 1.0f,
+    };
+    status_t err;
+
+    err = beforeDraw(texName, texMatrix, pos, uv, invert);
+    if (err == NO_ERROR) {
+        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+        err = afterDraw();
+    }
+    return err;
+}
+
+status_t Program::drawTriangles(GLuint texName, const float* texMatrix,
+        const float* vertices, const float* texes, size_t count) const {
+    ALOGV("Program::drawTriangles texName=%d", texName);
+
+    status_t err;
+
+    err = beforeDraw(texName, texMatrix, vertices, texes, false);
+    if (err == NO_ERROR) {
+        glDrawArrays(GL_TRIANGLES, 0, count);
+        err = afterDraw();
+    }
+    return err;
+}
+
+status_t Program::beforeDraw(GLuint texName, const float* texMatrix,
+        const float* vertices, const float* texes, bool invert) const {
+    // Create an orthographic projection matrix based on viewport size.
+    GLint vp[4];
+    glGetIntegerv(GL_VIEWPORT, vp);
+    float screenToNdc[16] = {
+        2.0f/float(vp[2]),  0.0f,               0.0f,   0.0f,
+        0.0f,               -2.0f/float(vp[3]), 0.0f,   0.0f,
+        0.0f,               0.0f,               1.0f,   0.0f,
+        -1.0f,              1.0f,               0.0f,   1.0f,
+    };
+    if (invert) {
+        screenToNdc[5] = -screenToNdc[5];
+        screenToNdc[13] = -screenToNdc[13];
+    }
+
+    glUseProgram(mProgram);
+
+    glVertexAttribPointer(maPositionLoc, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+    glVertexAttribPointer(maTextureCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, texes);
+    glEnableVertexAttribArray(maPositionLoc);
+    glEnableVertexAttribArray(maTextureCoordLoc);
+
+    glUniformMatrix4fv(muMVPMatrixLoc, 1, GL_FALSE, screenToNdc);
+    glUniformMatrix4fv(muGLCMatrixLoc, 1, GL_FALSE, texMatrix);
+
+    glActiveTexture(GL_TEXTURE0);
+
+    switch (mProgramType) {
+    case PROGRAM_EXTERNAL_TEXTURE:
+        glBindTexture(GL_TEXTURE_EXTERNAL_OES, texName);
+        break;
+    case PROGRAM_TEXTURE_2D:
+        glBindTexture(GL_TEXTURE_2D, texName);
+        break;
+    default:
+        ALOGE("unexpected program type %d", mProgramType);
+        return UNKNOWN_ERROR;
+    }
+
+    glUniform1i(muTextureLoc, 0);
+
+    GLenum glErr;
+    if ((glErr = glGetError()) != GL_NO_ERROR) {
+        ALOGE("GL error before draw: %#x", glErr);
+        glDisableVertexAttribArray(maPositionLoc);
+        glDisableVertexAttribArray(maTextureCoordLoc);
+        return UNKNOWN_ERROR;
+    }
+
+    return NO_ERROR;
+}
+
+status_t Program::afterDraw() const {
+    glDisableVertexAttribArray(maPositionLoc);
+    glDisableVertexAttribArray(maTextureCoordLoc);
+
+    GLenum glErr;
+    if ((glErr = glGetError()) != GL_NO_ERROR) {
+        ALOGE("GL error after draw: %#x", glErr);
+        return UNKNOWN_ERROR;
+    }
+
+    return NO_ERROR;
+}