Defer Meshed creation

Refactored Mesh API to defer creation of
SkMesh instances until a GrDirectContext
can be obtained on the RenderThread.
This creates an SkMesh during the prepare
tree step when the UI thread is blocked
to ensure no concurrency issues.

Bug: b/265044322
Test: atest CtsUiRenderingTestCases:MeshTest
Change-Id: Ica8c364b99952e0ee71f7b95b312cf29c51ebc2a
diff --git a/libs/hwui/Mesh.cpp b/libs/hwui/Mesh.cpp
new file mode 100644
index 0000000..e59bc95
--- /dev/null
+++ b/libs/hwui/Mesh.cpp
@@ -0,0 +1,102 @@
+/*
+ * Copyright (C) 2022 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 "Mesh.h"
+
+#include <GLES/gl.h>
+#include <SkMesh.h>
+
+#include "SafeMath.h"
+
+static size_t min_vcount_for_mode(SkMesh::Mode mode) {
+    switch (mode) {
+        case SkMesh::Mode::kTriangles:
+            return 3;
+        case SkMesh::Mode::kTriangleStrip:
+            return 3;
+    }
+}
+
+// Re-implementation of SkMesh::validate to validate user side that their mesh is valid.
+std::tuple<bool, SkString> Mesh::validate() {
+#define FAIL_MESH_VALIDATE(...) return std::make_tuple(false, SkStringPrintf(__VA_ARGS__))
+    if (!mMeshSpec) {
+        FAIL_MESH_VALIDATE("MeshSpecification is required.");
+    }
+    if (mVertexBufferData.empty()) {
+        FAIL_MESH_VALIDATE("VertexBuffer is required.");
+    }
+
+    auto meshStride = mMeshSpec->stride();
+    auto meshMode = SkMesh::Mode(mMode);
+    SafeMath sm;
+    size_t vsize = sm.mul(meshStride, mVertexCount);
+    if (sm.add(vsize, mVertexOffset) > mVertexBufferData.size()) {
+        FAIL_MESH_VALIDATE(
+                "The vertex buffer offset and vertex count reads beyond the end of the"
+                " vertex buffer.");
+    }
+
+    if (mVertexOffset % meshStride != 0) {
+        FAIL_MESH_VALIDATE("The vertex offset (%zu) must be a multiple of the vertex stride (%zu).",
+                           mVertexOffset, meshStride);
+    }
+
+    if (size_t uniformSize = mMeshSpec->uniformSize()) {
+        if (!mBuilder->fUniforms || mBuilder->fUniforms->size() < uniformSize) {
+            FAIL_MESH_VALIDATE("The uniform data is %zu bytes but must be at least %zu.",
+                               mBuilder->fUniforms->size(), uniformSize);
+        }
+    }
+
+    auto modeToStr = [](SkMesh::Mode m) {
+        switch (m) {
+            case SkMesh::Mode::kTriangles:
+                return "triangles";
+            case SkMesh::Mode::kTriangleStrip:
+                return "triangle-strip";
+        }
+    };
+    if (!mIndexBufferData.empty()) {
+        if (mIndexCount < min_vcount_for_mode(meshMode)) {
+            FAIL_MESH_VALIDATE("%s mode requires at least %zu indices but index count is %zu.",
+                               modeToStr(meshMode), min_vcount_for_mode(meshMode), mIndexCount);
+        }
+        size_t isize = sm.mul(sizeof(uint16_t), mIndexCount);
+        if (sm.add(isize, mIndexOffset) > mIndexBufferData.size()) {
+            FAIL_MESH_VALIDATE(
+                    "The index buffer offset and index count reads beyond the end of the"
+                    " index buffer.");
+        }
+        // If we allow 32 bit indices then this should enforce 4 byte alignment in that case.
+        if (!SkIsAlign2(mIndexOffset)) {
+            FAIL_MESH_VALIDATE("The index offset must be a multiple of 2.");
+        }
+    } else {
+        if (mVertexCount < min_vcount_for_mode(meshMode)) {
+            FAIL_MESH_VALIDATE("%s mode requires at least %zu vertices but vertex count is %zu.",
+                               modeToStr(meshMode), min_vcount_for_mode(meshMode), mVertexCount);
+        }
+        SkASSERT(!fICount);
+        SkASSERT(!fIOffset);
+    }
+
+    if (!sm.ok()) {
+        FAIL_MESH_VALIDATE("Overflow");
+    }
+#undef FAIL_MESH_VALIDATE
+    return {true, {}};
+}