Move common Skia code to SkiaRenderEngine

This CL takes the code in SkiaGLRenderEngine that is not GL-specific and
moves it to SkiaRenderEngine. This is a pure refactoring, no change in
functionality. This is to prepare for adding a SkiaVk backend.

We introduce virtual functions waitFence, flushAndSubmit, and
backendDump to SkiaRenderEngine so that the same GL fence flush logic
can be called from drawLayers in SkiaRenderEngine, and that most of the
dump() logic can also stay in SkiaRenderEngine.

That leaves SkiaGLRenderEngine doing only EGL context initialization and
fence handling.

Test: librenderengine_test
Bug: 236390072
Change-Id: I240d1723d28836a050b6c694bc61011311106937
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index a0bba59..347b8b7 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -24,43 +24,11 @@
 #include <EGL/egl.h>
 #include <EGL/eglext.h>
 #include <GrContextOptions.h>
-#include <SkBlendMode.h>
-#include <SkCanvas.h>
-#include <SkColor.h>
-#include <SkColorFilter.h>
-#include <SkColorMatrix.h>
-#include <SkColorSpace.h>
-#include <SkData.h>
-#include <SkGraphics.h>
-#include <SkImage.h>
-#include <SkImageFilters.h>
-#include <SkImageInfo.h>
-#include <SkM44.h>
-#include <SkMatrix.h>
-#include <SkPaint.h>
-#include <SkPath.h>
-#include <SkPoint.h>
-#include <SkPoint3.h>
-#include <SkRect.h>
-#include <SkRefCnt.h>
-#include <SkRegion.h>
-#include <SkRRect.h>
-#include <SkRuntimeEffect.h>
-#include <SkSamplingOptions.h>
-#include <SkScalar.h>
-#include <SkShader.h>
-#include <SkShadowUtils.h>
-#include <SkString.h>
-#include <SkSurface.h>
-#include <SkTileMode.h>
 #include <android-base/stringprintf.h>
 #include <gl/GrGLInterface.h>
 #include <gui/TraceUtils.h>
 #include <sync/sync.h>
-#include <ui/BlurRegion.h>
-#include <ui/DataspaceUtils.h>
 #include <ui/DebugUtils.h>
-#include <ui/GraphicBuffer.h>
 #include <utils/Trace.h>
 
 #include <cmath>
@@ -69,23 +37,7 @@
 #include <numeric>
 
 #include "../gl/GLExtensions.h"
-#include "Cache.h"
-#include "ColorSpaces.h"
-#include "filters/BlurFilter.h"
-#include "filters/GaussianBlurFilter.h"
-#include "filters/KawaseBlurFilter.h"
-#include "filters/LinearEffect.h"
 #include "log/log_main.h"
-#include "skia/debug/SkiaCapture.h"
-#include "skia/debug/SkiaMemoryReporter.h"
-#include "skia/filters/StretchShaderFactory.h"
-#include "system/graphics-base-v1.0.h"
-
-namespace {
-// Debugging settings
-static const bool kPrintLayerSettings = false;
-static const bool kFlushAfterEveryLayer = kPrintLayerSettings;
-} // namespace
 
 bool checkGlError(const char* op, int lineNumber);
 
@@ -244,6 +196,7 @@
     std::unique_ptr<SkiaGLRenderEngine> engine =
             std::make_unique<SkiaGLRenderEngine>(args, display, ctxt, placeholder, protectedContext,
                                                  protectedPlaceholder);
+    engine->ensureGrContextsCreated();
 
     ALOGI("OpenGL ES informations:");
     ALOGI("vendor    : %s", extensions.getVendor());
@@ -256,11 +209,6 @@
     return engine;
 }
 
-std::future<void> SkiaGLRenderEngine::primeCache() {
-    Cache::primeShaderCache(this);
-    return {};
-}
-
 EGLConfig SkiaGLRenderEngine::chooseEglConfig(EGLDisplay display, int format, bool logConfig) {
     status_t err;
     EGLConfig config;
@@ -300,72 +248,20 @@
     return config;
 }
 
-sk_sp<SkData> SkiaGLRenderEngine::SkSLCacheMonitor::load(const SkData& key) {
-    // This "cache" does not actually cache anything. It just allows us to
-    // monitor Skia's internal cache. So this method always returns null.
-    return nullptr;
-}
-
-void SkiaGLRenderEngine::SkSLCacheMonitor::store(const SkData& key, const SkData& data,
-                                                 const SkString& description) {
-    mShadersCachedSinceLastCall++;
-    mTotalShadersCompiled++;
-    ATRACE_FORMAT("SF cache: %i shaders", mTotalShadersCompiled);
-}
-
-int SkiaGLRenderEngine::reportShadersCompiled() {
-    return mSkSLCacheMonitor.totalShadersCompiled();
-}
-
 SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
                                        EGLContext ctxt, EGLSurface placeholder,
                                        EGLContext protectedContext, EGLSurface protectedPlaceholder)
-      : SkiaRenderEngine(args.renderEngineType),
+      : SkiaRenderEngine(args.renderEngineType,
+                         static_cast<PixelFormat>(args.pixelFormat),
+                         args.useColorManagement, args.supportsBackgroundBlur),
         mEGLDisplay(display),
         mEGLContext(ctxt),
         mPlaceholderSurface(placeholder),
         mProtectedEGLContext(protectedContext),
-        mProtectedPlaceholderSurface(protectedPlaceholder),
-        mDefaultPixelFormat(static_cast<PixelFormat>(args.pixelFormat)),
-        mUseColorManagement(args.useColorManagement) {
-    sk_sp<const GrGLInterface> glInterface = GrGLMakeNativeInterface();
-    LOG_ALWAYS_FATAL_IF(!glInterface.get());
-
-    GrContextOptions options;
-    options.fDisableDriverCorrectnessWorkarounds = true;
-    options.fDisableDistanceFieldPaths = true;
-    options.fReducedShaderVariations = true;
-    options.fPersistentCache = &mSkSLCacheMonitor;
-    mGrContext = GrDirectContext::MakeGL(glInterface, options);
-    if (supportsProtectedContent()) {
-        useProtectedContext(true);
-        mProtectedGrContext = GrDirectContext::MakeGL(glInterface, options);
-        useProtectedContext(false);
-    }
-
-    if (args.supportsBackgroundBlur) {
-        ALOGD("Background Blurs Enabled");
-        mBlurFilter = new KawaseBlurFilter();
-    }
-    mCapture = std::make_unique<SkiaCapture>();
-}
+        mProtectedPlaceholderSurface(protectedPlaceholder) { }
 
 SkiaGLRenderEngine::~SkiaGLRenderEngine() {
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    if (mBlurFilter) {
-        delete mBlurFilter;
-    }
-
-    mCapture = nullptr;
-
-    mGrContext->flushAndSubmit(true);
-    mGrContext->abandonContext();
-
-    if (mProtectedGrContext) {
-        mProtectedGrContext->flushAndSubmit(true);
-        mProtectedGrContext->abandonContext();
-    }
-
+    finishRenderingAndAbandonContext();
     if (mPlaceholderSurface != EGL_NO_SURFACE) {
         eglDestroySurface(mEGLDisplay, mPlaceholderSurface);
     }
@@ -383,71 +279,69 @@
     eglReleaseThread();
 }
 
-bool SkiaGLRenderEngine::supportsProtectedContent() const {
+SkiaRenderEngine::Contexts SkiaGLRenderEngine::createDirectContexts(
+    const GrContextOptions& options) {
+
+    LOG_ALWAYS_FATAL_IF(isProtected(),
+                        "Cannot setup contexts while already in protected mode");
+
+    sk_sp<const GrGLInterface> glInterface = GrGLMakeNativeInterface();
+
+    LOG_ALWAYS_FATAL_IF(!glInterface.get(), "GrGLMakeNativeInterface() failed");
+
+    SkiaRenderEngine::Contexts contexts;
+    contexts.first = GrDirectContext::MakeGL(glInterface, options);
+    if (supportsProtectedContentImpl()) {
+        useProtectedContextImpl(GrProtected::kYes);
+        contexts.second = GrDirectContext::MakeGL(glInterface, options);
+        useProtectedContextImpl(GrProtected::kNo);
+    }
+
+    return contexts;
+}
+
+bool SkiaGLRenderEngine::supportsProtectedContentImpl() const {
     return mProtectedEGLContext != EGL_NO_CONTEXT;
 }
 
-GrDirectContext* SkiaGLRenderEngine::getActiveGrContext() const {
-    return mInProtectedContext ? mProtectedGrContext.get() : mGrContext.get();
-}
-
-void SkiaGLRenderEngine::useProtectedContext(bool useProtectedContext) {
-    if (useProtectedContext == mInProtectedContext ||
-        (useProtectedContext && !supportsProtectedContent())) {
-        return;
-    }
-
-    // release any scratch resources before switching into a new mode
-    if (getActiveGrContext()) {
-        getActiveGrContext()->purgeUnlockedResources(true);
-    }
-
+bool SkiaGLRenderEngine::useProtectedContextImpl(GrProtected isProtected) {
     const EGLSurface surface =
-            useProtectedContext ? mProtectedPlaceholderSurface : mPlaceholderSurface;
-    const EGLContext context = useProtectedContext ? mProtectedEGLContext : mEGLContext;
+        (isProtected == GrProtected::kYes) ?
+        mProtectedPlaceholderSurface : mPlaceholderSurface;
+    const EGLContext context = (isProtected == GrProtected::kYes) ?
+        mProtectedEGLContext : mEGLContext;
 
-    if (eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE) {
-        mInProtectedContext = useProtectedContext;
-        // given that we are sharing the same thread between two GrContexts we need to
-        // make sure that the thread state is reset when switching between the two.
-        if (getActiveGrContext()) {
-            getActiveGrContext()->resetContext();
-        }
-    }
+    return eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE;
 }
 
-base::unique_fd SkiaGLRenderEngine::flush() {
-    ATRACE_CALL();
-    if (!gl::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;
-}
-
-void SkiaGLRenderEngine::waitFence(base::borrowed_fd fenceFd) {
+void SkiaGLRenderEngine::waitFence(GrDirectContext*, base::borrowed_fd fenceFd) {
     if (fenceFd.get() >= 0 && !waitGpuFence(fenceFd)) {
         ATRACE_NAME("SkiaGLRenderEngine::waitFence");
         sync_wait(fenceFd.get(), -1);
     }
 }
 
+base::unique_fd SkiaGLRenderEngine::flushAndSubmit(GrDirectContext* grContext) {
+    base::unique_fd drawFence = flush();
+
+    bool requireSync = drawFence.get() < 0;
+    if (requireSync) {
+        ATRACE_BEGIN("Submit(sync=true)");
+    } else {
+        ATRACE_BEGIN("Submit(sync=false)");
+    }
+    bool success = grContext->submit(requireSync);
+    ATRACE_END();
+    if (!success) {
+        ALOGE("Failed to flush RenderEngine commands");
+        // Chances are, something illegal happened (Skia's internal GPU object
+        // doesn't exist, or the context was abandoned).
+        return drawFence;
+    }
+
+    return drawFence;
+}
+
 bool SkiaGLRenderEngine::waitGpuFence(base::borrowed_fd fenceFd) {
     if (!gl::GLExtensions::getInstance().hasNativeFenceSync() ||
         !gl::GLExtensions::getInstance().hasWaitSync()) {
@@ -483,974 +377,29 @@
     return true;
 }
 
-static float toDegrees(uint32_t transform) {
-    switch (transform) {
-        case ui::Transform::ROT_90:
-            return 90.0;
-        case ui::Transform::ROT_180:
-            return 180.0;
-        case ui::Transform::ROT_270:
-            return 270.0;
-        default:
-            return 0.0;
-    }
-}
-
-static SkColorMatrix toSkColorMatrix(const mat4& matrix) {
-    return SkColorMatrix(matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0], 0, matrix[0][1],
-                         matrix[1][1], matrix[2][1], matrix[3][1], 0, matrix[0][2], matrix[1][2],
-                         matrix[2][2], matrix[3][2], 0, matrix[0][3], matrix[1][3], matrix[2][3],
-                         matrix[3][3], 0);
-}
-
-static bool needsToneMapping(ui::Dataspace sourceDataspace, ui::Dataspace destinationDataspace) {
-    int64_t sourceTransfer = sourceDataspace & HAL_DATASPACE_TRANSFER_MASK;
-    int64_t destTransfer = destinationDataspace & HAL_DATASPACE_TRANSFER_MASK;
-
-    // Treat unsupported dataspaces as srgb
-    if (destTransfer != HAL_DATASPACE_TRANSFER_LINEAR &&
-        destTransfer != HAL_DATASPACE_TRANSFER_HLG &&
-        destTransfer != HAL_DATASPACE_TRANSFER_ST2084) {
-        destTransfer = HAL_DATASPACE_TRANSFER_SRGB;
-    }
-
-    if (sourceTransfer != HAL_DATASPACE_TRANSFER_LINEAR &&
-        sourceTransfer != HAL_DATASPACE_TRANSFER_HLG &&
-        sourceTransfer != HAL_DATASPACE_TRANSFER_ST2084) {
-        sourceTransfer = HAL_DATASPACE_TRANSFER_SRGB;
-    }
-
-    const bool isSourceLinear = sourceTransfer == HAL_DATASPACE_TRANSFER_LINEAR;
-    const bool isSourceSRGB = sourceTransfer == HAL_DATASPACE_TRANSFER_SRGB;
-    const bool isDestLinear = destTransfer == HAL_DATASPACE_TRANSFER_LINEAR;
-    const bool isDestSRGB = destTransfer == HAL_DATASPACE_TRANSFER_SRGB;
-
-    return !(isSourceLinear && isDestSRGB) && !(isSourceSRGB && isDestLinear) &&
-            sourceTransfer != destTransfer;
-}
-
-void SkiaGLRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
-                                                  bool isRenderable) {
-    // Only run this if RE is running on its own thread. This way the access to GL
-    // operations is guaranteed to be happening on the same thread.
-    if (mRenderEngineType != RenderEngineType::SKIA_GL_THREADED) {
-        return;
-    }
-    // We currently don't attempt to map a buffer if the buffer contains protected content
-    // because GPU resources for protected buffers is much more limited.
-    const bool isProtectedBuffer = buffer->getUsage() & GRALLOC_USAGE_PROTECTED;
-    if (isProtectedBuffer) {
-        return;
-    }
+base::unique_fd SkiaGLRenderEngine::flush() {
     ATRACE_CALL();
-
-    // If we were to support caching protected buffers then we will need to switch the
-    // currently bound context if we are not already using the protected context (and subsequently
-    // switch back after the buffer is cached).  However, for non-protected content we can bind
-    // the texture in either GL context because they are initialized with the same share_context
-    // which allows the texture state to be shared between them.
-    auto grContext = getActiveGrContext();
-    auto& cache = mTextureCache;
-
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    mGraphicBufferExternalRefs[buffer->getId()]++;
-
-    if (const auto& iter = cache.find(buffer->getId()); iter == cache.end()) {
-        std::shared_ptr<AutoBackendTexture::LocalRef> imageTextureRef =
-                std::make_shared<AutoBackendTexture::LocalRef>(grContext,
-                                                               buffer->toAHardwareBuffer(),
-                                                               isRenderable, mTextureCleanupMgr);
-        cache.insert({buffer->getId(), imageTextureRef});
-    }
-}
-
-void SkiaGLRenderEngine::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) {
-    ATRACE_CALL();
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    if (const auto& iter = mGraphicBufferExternalRefs.find(buffer->getId());
-        iter != mGraphicBufferExternalRefs.end()) {
-        if (iter->second == 0) {
-            ALOGW("Attempted to unmap GraphicBuffer <id: %" PRId64
-                  "> from RenderEngine texture, but the "
-                  "ref count was already zero!",
-                  buffer->getId());
-            mGraphicBufferExternalRefs.erase(buffer->getId());
-            return;
-        }
-
-        iter->second--;
-
-        // Swap contexts if needed prior to deleting this buffer
-        // See Issue 1 of
-        // https://www.khronos.org/registry/EGL/extensions/EXT/EGL_EXT_protected_content.txt: even
-        // when a protected context and an unprotected context are part of the same share group,
-        // protected surfaces may not be accessed by an unprotected context, implying that protected
-        // surfaces may only be freed when a protected context is active.
-        const bool inProtected = mInProtectedContext;
-        useProtectedContext(buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
-
-        if (iter->second == 0) {
-            mTextureCache.erase(buffer->getId());
-            mGraphicBufferExternalRefs.erase(buffer->getId());
-        }
-
-        // Swap back to the previous context so that cached values of isProtected in SurfaceFlinger
-        // are up-to-date.
-        if (inProtected != mInProtectedContext) {
-            useProtectedContext(inProtected);
-        }
-    }
-}
-
-bool SkiaGLRenderEngine::canSkipPostRenderCleanup() const {
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    return mTextureCleanupMgr.isEmpty();
-}
-
-void SkiaGLRenderEngine::cleanupPostRender() {
-    ATRACE_CALL();
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    mTextureCleanupMgr.cleanup();
-}
-
-// Helper class intended to be used on the stack to ensure that texture cleanup
-// is deferred until after this class goes out of scope.
-class DeferTextureCleanup final {
-public:
-    DeferTextureCleanup(AutoBackendTexture::CleanupManager& mgr) : mMgr(mgr) {
-        mMgr.setDeferredStatus(true);
-    }
-    ~DeferTextureCleanup() { mMgr.setDeferredStatus(false); }
-
-private:
-    DISALLOW_COPY_AND_ASSIGN(DeferTextureCleanup);
-    AutoBackendTexture::CleanupManager& mMgr;
-};
-
-sk_sp<SkShader> SkiaGLRenderEngine::createRuntimeEffectShader(
-        const RuntimeEffectShaderParameters& parameters) {
-    // The given surface will be stretched by HWUI via matrix transformation
-    // which gets similar results for most surfaces
-    // Determine later on if we need to leverage the stertch shader within
-    // surface flinger
-    const auto& stretchEffect = parameters.layer.stretchEffect;
-    auto shader = parameters.shader;
-    if (stretchEffect.hasEffect()) {
-        const auto targetBuffer = parameters.layer.source.buffer.buffer;
-        const auto graphicBuffer = targetBuffer ? targetBuffer->getBuffer() : nullptr;
-        if (graphicBuffer && parameters.shader) {
-            shader = mStretchShaderFactory.createSkShader(shader, stretchEffect);
-        }
+    if (!gl::GLExtensions::getInstance().hasNativeFenceSync()) {
+        return base::unique_fd();
     }
 
-    if (parameters.requiresLinearEffect) {
-        const ui::Dataspace inputDataspace = mUseColorManagement ? parameters.layer.sourceDataspace
-                                                                 : ui::Dataspace::V0_SRGB_LINEAR;
-        const ui::Dataspace outputDataspace = mUseColorManagement
-                ? parameters.display.outputDataspace
-                : ui::Dataspace::V0_SRGB_LINEAR;
-
-        auto effect =
-                shaders::LinearEffect{.inputDataspace = inputDataspace,
-                                      .outputDataspace = outputDataspace,
-                                      .undoPremultipliedAlpha = parameters.undoPremultipliedAlpha};
-
-        auto effectIter = mRuntimeEffects.find(effect);
-        sk_sp<SkRuntimeEffect> runtimeEffect = nullptr;
-        if (effectIter == mRuntimeEffects.end()) {
-            runtimeEffect = buildRuntimeEffect(effect);
-            mRuntimeEffects.insert({effect, runtimeEffect});
-        } else {
-            runtimeEffect = effectIter->second;
-        }
-        mat4 colorTransform = parameters.layer.colorTransform;
-
-        colorTransform *=
-                mat4::scale(vec4(parameters.layerDimmingRatio, parameters.layerDimmingRatio,
-                                 parameters.layerDimmingRatio, 1.f));
-        const auto targetBuffer = parameters.layer.source.buffer.buffer;
-        const auto graphicBuffer = targetBuffer ? targetBuffer->getBuffer() : nullptr;
-        const auto hardwareBuffer = graphicBuffer ? graphicBuffer->toAHardwareBuffer() : nullptr;
-        return createLinearEffectShader(parameters.shader, effect, runtimeEffect, colorTransform,
-                                        parameters.display.maxLuminance,
-                                        parameters.display.currentLuminanceNits,
-                                        parameters.layer.source.buffer.maxLuminanceNits,
-                                        hardwareBuffer, parameters.display.renderIntent);
-    }
-    return parameters.shader;
-}
-
-void SkiaGLRenderEngine::initCanvas(SkCanvas* canvas, const DisplaySettings& display) {
-    if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
-        // Record display settings when capture is running.
-        std::stringstream displaySettings;
-        PrintTo(display, &displaySettings);
-        // Store the DisplaySettings in additional information.
-        canvas->drawAnnotation(SkRect::MakeEmpty(), "DisplaySettings",
-                               SkData::MakeWithCString(displaySettings.str().c_str()));
+    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();
     }
 
-    // Before doing any drawing, let's make sure that we'll start at the origin of the display.
-    // Some displays don't start at 0,0 for example when we're mirroring the screen. Also, virtual
-    // displays might have different scaling when compared to the physical screen.
+    // native fence fd will not be populated until flush() is done.
+    glFlush();
 
-    canvas->clipRect(getSkRect(display.physicalDisplay));
-    canvas->translate(display.physicalDisplay.left, display.physicalDisplay.top);
-
-    const auto clipWidth = display.clip.width();
-    const auto clipHeight = display.clip.height();
-    auto rotatedClipWidth = clipWidth;
-    auto rotatedClipHeight = clipHeight;
-    // Scale is contingent on the rotation result.
-    if (display.orientation & ui::Transform::ROT_90) {
-        std::swap(rotatedClipWidth, rotatedClipHeight);
-    }
-    const auto scaleX = static_cast<SkScalar>(display.physicalDisplay.width()) /
-            static_cast<SkScalar>(rotatedClipWidth);
-    const auto scaleY = static_cast<SkScalar>(display.physicalDisplay.height()) /
-            static_cast<SkScalar>(rotatedClipHeight);
-    canvas->scale(scaleX, scaleY);
-
-    // Canvas rotation is done by centering the clip window at the origin, rotating, translating
-    // back so that the top left corner of the clip is at (0, 0).
-    canvas->translate(rotatedClipWidth / 2, rotatedClipHeight / 2);
-    canvas->rotate(toDegrees(display.orientation));
-    canvas->translate(-clipWidth / 2, -clipHeight / 2);
-    canvas->translate(-display.clip.left, -display.clip.top);
-}
-
-class AutoSaveRestore {
-public:
-    AutoSaveRestore(SkCanvas* canvas) : mCanvas(canvas) { mSaveCount = canvas->save(); }
-    ~AutoSaveRestore() { restore(); }
-    void replace(SkCanvas* canvas) {
-        mCanvas = canvas;
-        mSaveCount = canvas->save();
-    }
-    void restore() {
-        if (mCanvas) {
-            mCanvas->restoreToCount(mSaveCount);
-            mCanvas = nullptr;
-        }
+    // 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());
     }
 
-private:
-    SkCanvas* mCanvas;
-    int mSaveCount;
-};
-
-static SkRRect getBlurRRect(const BlurRegion& region) {
-    const auto rect = SkRect::MakeLTRB(region.left, region.top, region.right, region.bottom);
-    const SkVector radii[4] = {SkVector::Make(region.cornerRadiusTL, region.cornerRadiusTL),
-                               SkVector::Make(region.cornerRadiusTR, region.cornerRadiusTR),
-                               SkVector::Make(region.cornerRadiusBR, region.cornerRadiusBR),
-                               SkVector::Make(region.cornerRadiusBL, region.cornerRadiusBL)};
-    SkRRect roundedRect;
-    roundedRect.setRectRadii(rect, radii);
-    return roundedRect;
-}
-
-// Arbitrary default margin which should be close enough to zero.
-constexpr float kDefaultMargin = 0.0001f;
-static bool equalsWithinMargin(float expected, float value, float margin = kDefaultMargin) {
-    LOG_ALWAYS_FATAL_IF(margin < 0.f, "Margin is negative!");
-    return std::abs(expected - value) < margin;
-}
-
-namespace {
-template <typename T>
-void logSettings(const T& t) {
-    std::stringstream stream;
-    PrintTo(t, &stream);
-    auto string = stream.str();
-    size_t pos = 0;
-    // Perfetto ignores \n, so split up manually into separate ALOGD statements.
-    const size_t size = string.size();
-    while (pos < size) {
-        const size_t end = std::min(string.find("\n", pos), size);
-        ALOGD("%s", string.substr(pos, end - pos).c_str());
-        pos = end + 1;
-    }
-}
-} // namespace
-
-void SkiaGLRenderEngine::drawLayersInternal(
-        const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
-        const DisplaySettings& display, const std::vector<LayerSettings>& layers,
-        const std::shared_ptr<ExternalTexture>& buffer, const bool /*useFramebufferCache*/,
-        base::unique_fd&& bufferFence) {
-    ATRACE_NAME("SkiaGL::drawLayersInternal");
-
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    if (buffer == nullptr) {
-        ALOGE("No output buffer provided. Aborting GPU composition.");
-        resultPromise->set_value({BAD_VALUE, base::unique_fd()});
-        return;
-    }
-
-    validateOutputBufferUsage(buffer->getBuffer());
-
-    auto grContext = getActiveGrContext();
-    auto& cache = mTextureCache;
-
-    // any AutoBackendTexture deletions will now be deferred until cleanupPostRender is called
-    DeferTextureCleanup dtc(mTextureCleanupMgr);
-
-    std::shared_ptr<AutoBackendTexture::LocalRef> surfaceTextureRef;
-    if (const auto& it = cache.find(buffer->getBuffer()->getId()); it != cache.end()) {
-        surfaceTextureRef = it->second;
-    } else {
-        surfaceTextureRef =
-                std::make_shared<AutoBackendTexture::LocalRef>(grContext,
-                                                               buffer->getBuffer()
-                                                                       ->toAHardwareBuffer(),
-                                                               true, mTextureCleanupMgr);
-    }
-
-    // wait on the buffer to be ready to use prior to using it
-    waitFence(bufferFence);
-
-    const ui::Dataspace dstDataspace =
-            mUseColorManagement ? display.outputDataspace : ui::Dataspace::V0_SRGB_LINEAR;
-    sk_sp<SkSurface> dstSurface = surfaceTextureRef->getOrCreateSurface(dstDataspace, grContext);
-
-    SkCanvas* dstCanvas = mCapture->tryCapture(dstSurface.get());
-    if (dstCanvas == nullptr) {
-        ALOGE("Cannot acquire canvas from Skia.");
-        resultPromise->set_value({BAD_VALUE, base::unique_fd()});
-        return;
-    }
-
-    // setup color filter if necessary
-    sk_sp<SkColorFilter> displayColorTransform;
-    if (display.colorTransform != mat4() && !display.deviceHandlesColorTransform) {
-        displayColorTransform = SkColorFilters::Matrix(toSkColorMatrix(display.colorTransform));
-    }
-    const bool ctModifiesAlpha =
-            displayColorTransform && !displayColorTransform->isAlphaUnchanged();
-
-    // Find the max layer white point to determine the max luminance of the scene...
-    const float maxLayerWhitePoint = std::transform_reduce(
-            layers.cbegin(), layers.cend(), 0.f,
-            [](float left, float right) { return std::max(left, right); },
-            [&](const auto& l) { return l.whitePointNits; });
-
-    // ...and compute the dimming ratio if dimming is requested
-    const float displayDimmingRatio = display.targetLuminanceNits > 0.f &&
-                    maxLayerWhitePoint > 0.f && display.targetLuminanceNits > maxLayerWhitePoint
-            ? maxLayerWhitePoint / display.targetLuminanceNits
-            : 1.f;
-
-    // Find if any layers have requested blur, we'll use that info to decide when to render to an
-    // offscreen buffer and when to render to the native buffer.
-    sk_sp<SkSurface> activeSurface(dstSurface);
-    SkCanvas* canvas = dstCanvas;
-    SkiaCapture::OffscreenState offscreenCaptureState;
-    const LayerSettings* blurCompositionLayer = nullptr;
-    if (mBlurFilter) {
-        bool requiresCompositionLayer = false;
-        for (const auto& layer : layers) {
-            // if the layer doesn't have blur or it is not visible then continue
-            if (!layerHasBlur(layer, ctModifiesAlpha)) {
-                continue;
-            }
-            if (layer.backgroundBlurRadius > 0 &&
-                layer.backgroundBlurRadius < mBlurFilter->getMaxCrossFadeRadius()) {
-                requiresCompositionLayer = true;
-            }
-            for (auto region : layer.blurRegions) {
-                if (region.blurRadius < mBlurFilter->getMaxCrossFadeRadius()) {
-                    requiresCompositionLayer = true;
-                }
-            }
-            if (requiresCompositionLayer) {
-                activeSurface = dstSurface->makeSurface(dstSurface->imageInfo());
-                canvas = mCapture->tryOffscreenCapture(activeSurface.get(), &offscreenCaptureState);
-                blurCompositionLayer = &layer;
-                break;
-            }
-        }
-    }
-
-    AutoSaveRestore surfaceAutoSaveRestore(canvas);
-    // Clear the entire canvas with a transparent black to prevent ghost images.
-    canvas->clear(SK_ColorTRANSPARENT);
-    initCanvas(canvas, display);
-
-    if (kPrintLayerSettings) {
-        logSettings(display);
-    }
-    for (const auto& layer : layers) {
-        ATRACE_FORMAT("DrawLayer: %s", layer.name.c_str());
-
-        if (kPrintLayerSettings) {
-            logSettings(layer);
-        }
-
-        sk_sp<SkImage> blurInput;
-        if (blurCompositionLayer == &layer) {
-            LOG_ALWAYS_FATAL_IF(activeSurface == dstSurface);
-            LOG_ALWAYS_FATAL_IF(canvas == dstCanvas);
-
-            // save a snapshot of the activeSurface to use as input to the blur shaders
-            blurInput = activeSurface->makeImageSnapshot();
-
-            // blit the offscreen framebuffer into the destination AHB, but only
-            // if there are blur regions. backgroundBlurRadius blurs the entire
-            // image below, so it can skip this step.
-            if (layer.blurRegions.size()) {
-                SkPaint paint;
-                paint.setBlendMode(SkBlendMode::kSrc);
-                if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
-                    uint64_t id = mCapture->endOffscreenCapture(&offscreenCaptureState);
-                    dstCanvas->drawAnnotation(SkRect::Make(dstCanvas->imageInfo().dimensions()),
-                                              String8::format("SurfaceID|%" PRId64, id).c_str(),
-                                              nullptr);
-                    dstCanvas->drawImage(blurInput, 0, 0, SkSamplingOptions(), &paint);
-                } else {
-                    activeSurface->draw(dstCanvas, 0, 0, SkSamplingOptions(), &paint);
-                }
-            }
-
-            // assign dstCanvas to canvas and ensure that the canvas state is up to date
-            canvas = dstCanvas;
-            surfaceAutoSaveRestore.replace(canvas);
-            initCanvas(canvas, display);
-
-            LOG_ALWAYS_FATAL_IF(activeSurface->getCanvas()->getSaveCount() !=
-                                dstSurface->getCanvas()->getSaveCount());
-            LOG_ALWAYS_FATAL_IF(activeSurface->getCanvas()->getTotalMatrix() !=
-                                dstSurface->getCanvas()->getTotalMatrix());
-
-            // assign dstSurface to activeSurface
-            activeSurface = dstSurface;
-        }
-
-        SkAutoCanvasRestore layerAutoSaveRestore(canvas, true);
-        if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
-            // Record the name of the layer if the capture is running.
-            std::stringstream layerSettings;
-            PrintTo(layer, &layerSettings);
-            // Store the LayerSettings in additional information.
-            canvas->drawAnnotation(SkRect::MakeEmpty(), layer.name.c_str(),
-                                   SkData::MakeWithCString(layerSettings.str().c_str()));
-        }
-        // Layers have a local transform that should be applied to them
-        canvas->concat(getSkM44(layer.geometry.positionTransform).asM33());
-
-        const auto [bounds, roundRectClip] =
-                getBoundsAndClip(layer.geometry.boundaries, layer.geometry.roundedCornersCrop,
-                                 layer.geometry.roundedCornersRadius);
-        if (mBlurFilter && layerHasBlur(layer, ctModifiesAlpha)) {
-            std::unordered_map<uint32_t, sk_sp<SkImage>> cachedBlurs;
-
-            // if multiple layers have blur, then we need to take a snapshot now because
-            // only the lowest layer will have blurImage populated earlier
-            if (!blurInput) {
-                blurInput = activeSurface->makeImageSnapshot();
-            }
-            // rect to be blurred in the coordinate space of blurInput
-            const auto blurRect = canvas->getTotalMatrix().mapRect(bounds.rect());
-
-            // if the clip needs to be applied then apply it now and make sure
-            // it is restored before we attempt to draw any shadows.
-            SkAutoCanvasRestore acr(canvas, true);
-            if (!roundRectClip.isEmpty()) {
-                canvas->clipRRect(roundRectClip, true);
-            }
-
-            // TODO(b/182216890): Filter out empty layers earlier
-            if (blurRect.width() > 0 && blurRect.height() > 0) {
-                if (layer.backgroundBlurRadius > 0) {
-                    ATRACE_NAME("BackgroundBlur");
-                    auto blurredImage = mBlurFilter->generate(grContext, layer.backgroundBlurRadius,
-                                                              blurInput, blurRect);
-
-                    cachedBlurs[layer.backgroundBlurRadius] = blurredImage;
-
-                    mBlurFilter->drawBlurRegion(canvas, bounds, layer.backgroundBlurRadius, 1.0f,
-                                                blurRect, blurredImage, blurInput);
-                }
-
-                canvas->concat(getSkM44(layer.blurRegionTransform).asM33());
-                for (auto region : layer.blurRegions) {
-                    if (cachedBlurs[region.blurRadius] == nullptr) {
-                        ATRACE_NAME("BlurRegion");
-                        cachedBlurs[region.blurRadius] =
-                                mBlurFilter->generate(grContext, region.blurRadius, blurInput,
-                                                      blurRect);
-                    }
-
-                    mBlurFilter->drawBlurRegion(canvas, getBlurRRect(region), region.blurRadius,
-                                                region.alpha, blurRect,
-                                                cachedBlurs[region.blurRadius], blurInput);
-                }
-            }
-        }
-
-        if (layer.shadow.length > 0) {
-            // This would require a new parameter/flag to SkShadowUtils::DrawShadow
-            LOG_ALWAYS_FATAL_IF(layer.disableBlending, "Cannot disableBlending with a shadow");
-
-            SkRRect shadowBounds, shadowClip;
-            if (layer.geometry.boundaries == layer.shadow.boundaries) {
-                shadowBounds = bounds;
-                shadowClip = roundRectClip;
-            } else {
-                std::tie(shadowBounds, shadowClip) =
-                        getBoundsAndClip(layer.shadow.boundaries, layer.geometry.roundedCornersCrop,
-                                         layer.geometry.roundedCornersRadius);
-            }
-
-            // Technically, if bounds is a rect and roundRectClip is not empty,
-            // it means that the bounds and roundedCornersCrop were different
-            // enough that we should intersect them to find the proper shadow.
-            // In practice, this often happens when the two rectangles appear to
-            // not match due to rounding errors. Draw the rounded version, which
-            // looks more like the intent.
-            const auto& rrect =
-                    shadowBounds.isRect() && !shadowClip.isEmpty() ? shadowClip : shadowBounds;
-            drawShadow(canvas, rrect, layer.shadow);
-        }
-
-        const float layerDimmingRatio = layer.whitePointNits <= 0.f
-                ? displayDimmingRatio
-                : (layer.whitePointNits / maxLayerWhitePoint) * displayDimmingRatio;
-
-        const bool dimInLinearSpace = display.dimmingStage !=
-                aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF;
-
-        const bool requiresLinearEffect = layer.colorTransform != mat4() ||
-                (mUseColorManagement &&
-                 needsToneMapping(layer.sourceDataspace, display.outputDataspace)) ||
-                (dimInLinearSpace && !equalsWithinMargin(1.f, layerDimmingRatio));
-
-        // quick abort from drawing the remaining portion of the layer
-        if (layer.skipContentDraw ||
-            (layer.alpha == 0 && !requiresLinearEffect && !layer.disableBlending &&
-             (!displayColorTransform || displayColorTransform->isAlphaUnchanged()))) {
-            continue;
-        }
-
-        // If we need to map to linear space or color management is disabled, then mark the source
-        // image with the same colorspace as the destination surface so that Skia's color
-        // management is a no-op.
-        const ui::Dataspace layerDataspace = (!mUseColorManagement || requiresLinearEffect)
-                ? dstDataspace
-                : layer.sourceDataspace;
-
-        SkPaint paint;
-        if (layer.source.buffer.buffer) {
-            ATRACE_NAME("DrawImage");
-            validateInputBufferUsage(layer.source.buffer.buffer->getBuffer());
-            const auto& item = layer.source.buffer;
-            std::shared_ptr<AutoBackendTexture::LocalRef> imageTextureRef = nullptr;
-
-            if (const auto& iter = cache.find(item.buffer->getBuffer()->getId());
-                iter != cache.end()) {
-                imageTextureRef = iter->second;
-            } else {
-                // If we didn't find the image in the cache, then create a local ref but don't cache
-                // it. If we're using skia, we're guaranteed to run on a dedicated GPU thread so if
-                // we didn't find anything in the cache then we intentionally did not cache this
-                // buffer's resources.
-                imageTextureRef = std::make_shared<
-                        AutoBackendTexture::LocalRef>(grContext,
-                                                      item.buffer->getBuffer()->toAHardwareBuffer(),
-                                                      false, mTextureCleanupMgr);
-            }
-
-            // if the layer's buffer has a fence, then we must must respect the fence prior to using
-            // the buffer.
-            if (layer.source.buffer.fence != nullptr) {
-                waitFence(layer.source.buffer.fence->get());
-            }
-
-            // isOpaque means we need to ignore the alpha in the image,
-            // replacing it with the alpha specified by the LayerSettings. See
-            // https://developer.android.com/reference/android/view/SurfaceControl.Builder#setOpaque(boolean)
-            // The proper way to do this is to use an SkColorType that ignores
-            // alpha, like kRGB_888x_SkColorType, and that is used if the
-            // incoming image is kRGBA_8888_SkColorType. However, the incoming
-            // image may be kRGBA_F16_SkColorType, for which there is no RGBX
-            // SkColorType, or kRGBA_1010102_SkColorType, for which we have
-            // kRGB_101010x_SkColorType, but it is not yet supported as a source
-            // on the GPU. (Adding both is tracked in skbug.com/12048.) In the
-            // meantime, we'll use a workaround that works unless we need to do
-            // any color conversion. The workaround requires that we pretend the
-            // image is already premultiplied, so that we do not premultiply it
-            // before applying SkBlendMode::kPlus.
-            const bool useIsOpaqueWorkaround = item.isOpaque &&
-                    (imageTextureRef->colorType() == kRGBA_1010102_SkColorType ||
-                     imageTextureRef->colorType() == kRGBA_F16_SkColorType);
-            const auto alphaType = useIsOpaqueWorkaround ? kPremul_SkAlphaType
-                    : item.isOpaque                      ? kOpaque_SkAlphaType
-                    : item.usePremultipliedAlpha         ? kPremul_SkAlphaType
-                                                         : kUnpremul_SkAlphaType;
-            sk_sp<SkImage> image = imageTextureRef->makeImage(layerDataspace, alphaType, grContext);
-
-            auto texMatrix = getSkM44(item.textureTransform).asM33();
-            // textureTansform was intended to be passed directly into a shader, so when
-            // building the total matrix with the textureTransform we need to first
-            // normalize it, then apply the textureTransform, then scale back up.
-            texMatrix.preScale(1.0f / bounds.width(), 1.0f / bounds.height());
-            texMatrix.postScale(image->width(), image->height());
-
-            SkMatrix matrix;
-            if (!texMatrix.invert(&matrix)) {
-                matrix = texMatrix;
-            }
-            // The shader does not respect the translation, so we add it to the texture
-            // transform for the SkImage. This will make sure that the correct layer contents
-            // are drawn in the correct part of the screen.
-            matrix.postTranslate(bounds.rect().fLeft, bounds.rect().fTop);
-
-            sk_sp<SkShader> shader;
-
-            if (layer.source.buffer.useTextureFiltering) {
-                shader = image->makeShader(SkTileMode::kClamp, SkTileMode::kClamp,
-                                           SkSamplingOptions(
-                                                   {SkFilterMode::kLinear, SkMipmapMode::kNone}),
-                                           &matrix);
-            } else {
-                shader = image->makeShader(SkSamplingOptions(), matrix);
-            }
-
-            if (useIsOpaqueWorkaround) {
-                shader = SkShaders::Blend(SkBlendMode::kPlus, shader,
-                                          SkShaders::Color(SkColors::kBlack,
-                                                           toSkColorSpace(layerDataspace)));
-            }
-
-            paint.setShader(createRuntimeEffectShader(
-                    RuntimeEffectShaderParameters{.shader = shader,
-                                                  .layer = layer,
-                                                  .display = display,
-                                                  .undoPremultipliedAlpha = !item.isOpaque &&
-                                                          item.usePremultipliedAlpha,
-                                                  .requiresLinearEffect = requiresLinearEffect,
-                                                  .layerDimmingRatio = dimInLinearSpace
-                                                          ? layerDimmingRatio
-                                                          : 1.f}));
-
-            // Turn on dithering when dimming beyond this (arbitrary) threshold...
-            static constexpr float kDimmingThreshold = 0.2f;
-            // ...or we're rendering an HDR layer down to an 8-bit target
-            // Most HDR standards require at least 10-bits of color depth for source content, so we
-            // can just extract the transfer function rather than dig into precise gralloc layout.
-            // Furthermore, we can assume that the only 8-bit target we support is RGBA8888.
-            const bool requiresDownsample = isHdrDataspace(layer.sourceDataspace) &&
-                    buffer->getPixelFormat() == PIXEL_FORMAT_RGBA_8888;
-            if (layerDimmingRatio <= kDimmingThreshold || requiresDownsample) {
-                paint.setDither(true);
-            }
-            paint.setAlphaf(layer.alpha);
-
-            if (imageTextureRef->colorType() == kAlpha_8_SkColorType) {
-                LOG_ALWAYS_FATAL_IF(layer.disableBlending, "Cannot disableBlending with A8");
-
-                // SysUI creates the alpha layer as a coverage layer, which is
-                // appropriate for the DPU. Use a color matrix to convert it to
-                // a mask.
-                // TODO (b/219525258): Handle input as a mask.
-                //
-                // The color matrix will convert A8 pixels with no alpha to
-                // black, as described by this vector. If the display handles
-                // the color transform, we need to invert it to find the color
-                // that will result in black after the DPU applies the transform.
-                SkV4 black{0.0f, 0.0f, 0.0f, 1.0f}; // r, g, b, a
-                if (display.colorTransform != mat4() && display.deviceHandlesColorTransform) {
-                    SkM44 colorSpaceMatrix = getSkM44(display.colorTransform);
-                    if (colorSpaceMatrix.invert(&colorSpaceMatrix)) {
-                        black = colorSpaceMatrix * black;
-                    } else {
-                        // We'll just have to use 0,0,0 as black, which should
-                        // be close to correct.
-                        ALOGI("Could not invert colorTransform!");
-                    }
-                }
-                SkColorMatrix colorMatrix(0, 0, 0, 0, black[0],
-                                          0, 0, 0, 0, black[1],
-                                          0, 0, 0, 0, black[2],
-                                          0, 0, 0, -1, 1);
-                if (display.colorTransform != mat4() && !display.deviceHandlesColorTransform) {
-                    // On the other hand, if the device doesn't handle it, we
-                    // have to apply it ourselves.
-                    colorMatrix.postConcat(toSkColorMatrix(display.colorTransform));
-                }
-                paint.setColorFilter(SkColorFilters::Matrix(colorMatrix));
-            }
-        } else {
-            ATRACE_NAME("DrawColor");
-            const auto color = layer.source.solidColor;
-            sk_sp<SkShader> shader = SkShaders::Color(SkColor4f{.fR = color.r,
-                                                                .fG = color.g,
-                                                                .fB = color.b,
-                                                                .fA = layer.alpha},
-                                                      toSkColorSpace(layerDataspace));
-            paint.setShader(createRuntimeEffectShader(
-                    RuntimeEffectShaderParameters{.shader = shader,
-                                                  .layer = layer,
-                                                  .display = display,
-                                                  .undoPremultipliedAlpha = false,
-                                                  .requiresLinearEffect = requiresLinearEffect,
-                                                  .layerDimmingRatio = layerDimmingRatio}));
-        }
-
-        if (layer.disableBlending) {
-            paint.setBlendMode(SkBlendMode::kSrc);
-        }
-
-        // An A8 buffer will already have the proper color filter attached to
-        // its paint, including the displayColorTransform as needed.
-        if (!paint.getColorFilter()) {
-            if (!dimInLinearSpace && !equalsWithinMargin(1.0, layerDimmingRatio)) {
-                // If we don't dim in linear space, then when we gamma correct the dimming ratio we
-                // can assume a gamma 2.2 transfer function.
-                static constexpr float kInverseGamma22 = 1.f / 2.2f;
-                const auto gammaCorrectedDimmingRatio =
-                        std::pow(layerDimmingRatio, kInverseGamma22);
-                auto dimmingMatrix =
-                        mat4::scale(vec4(gammaCorrectedDimmingRatio, gammaCorrectedDimmingRatio,
-                                         gammaCorrectedDimmingRatio, 1.f));
-
-                const auto colorFilter =
-                        SkColorFilters::Matrix(toSkColorMatrix(std::move(dimmingMatrix)));
-                paint.setColorFilter(displayColorTransform
-                                             ? displayColorTransform->makeComposed(colorFilter)
-                                             : colorFilter);
-            } else {
-                paint.setColorFilter(displayColorTransform);
-            }
-        }
-
-        if (!roundRectClip.isEmpty()) {
-            canvas->clipRRect(roundRectClip, true);
-        }
-
-        if (!bounds.isRect()) {
-            paint.setAntiAlias(true);
-            canvas->drawRRect(bounds, paint);
-        } else {
-            canvas->drawRect(bounds.rect(), paint);
-        }
-        if (kFlushAfterEveryLayer) {
-            ATRACE_NAME("flush surface");
-            activeSurface->flush();
-        }
-    }
-    for (const auto& borderRenderInfo : display.borderInfoList) {
-        SkPaint p;
-        p.setColor(SkColor4f{borderRenderInfo.color.r, borderRenderInfo.color.g,
-                             borderRenderInfo.color.b, borderRenderInfo.color.a});
-        p.setAntiAlias(true);
-        p.setStyle(SkPaint::kStroke_Style);
-        p.setStrokeWidth(borderRenderInfo.width);
-        SkRegion sk_region;
-        SkPath path;
-
-        // Construct a final SkRegion using Regions
-        for (const auto& r : borderRenderInfo.combinedRegion) {
-            sk_region.op({r.left, r.top, r.right, r.bottom}, SkRegion::kUnion_Op);
-        }
-
-        sk_region.getBoundaryPath(&path);
-        canvas->drawPath(path, p);
-        path.close();
-    }
-
-    surfaceAutoSaveRestore.restore();
-    mCapture->endCapture();
-    {
-        ATRACE_NAME("flush surface");
-        LOG_ALWAYS_FATAL_IF(activeSurface != dstSurface);
-        activeSurface->flush();
-    }
-
-    base::unique_fd drawFence = flush();
-
-    // If flush failed or we don't support native fences, we need to force the
-    // gl command stream to be executed.
-    bool requireSync = drawFence.get() < 0;
-    if (requireSync) {
-        ATRACE_BEGIN("Submit(sync=true)");
-    } else {
-        ATRACE_BEGIN("Submit(sync=false)");
-    }
-    bool success = grContext->submit(requireSync);
-    ATRACE_END();
-    if (!success) {
-        ALOGE("Failed to flush RenderEngine commands");
-        // Chances are, something illegal happened (either the caller passed
-        // us bad parameters, or we messed up our shader generation).
-        resultPromise->set_value({INVALID_OPERATION, std::move(drawFence)});
-        return;
-    }
-
-    // checkErrors();
-    resultPromise->set_value({NO_ERROR, std::move(drawFence)});
-    return;
-}
-
-inline SkRect SkiaGLRenderEngine::getSkRect(const FloatRect& rect) {
-    return SkRect::MakeLTRB(rect.left, rect.top, rect.right, rect.bottom);
-}
-
-inline SkRect SkiaGLRenderEngine::getSkRect(const Rect& rect) {
-    return SkRect::MakeLTRB(rect.left, rect.top, rect.right, rect.bottom);
-}
-
-/**
- *  Verifies that common, simple bounds + clip combinations can be converted into
- *  a single RRect draw call returning true if possible. If true the radii parameter
- *  will be filled with the correct radii values that combined with bounds param will
- *  produce the insected roundRect. If false, the returned state of the radii param is undefined.
- */
-static bool intersectionIsRoundRect(const SkRect& bounds, const SkRect& crop,
-                                    const SkRect& insetCrop, const vec2& cornerRadius,
-                                    SkVector radii[4]) {
-    const bool leftEqual = bounds.fLeft == crop.fLeft;
-    const bool topEqual = bounds.fTop == crop.fTop;
-    const bool rightEqual = bounds.fRight == crop.fRight;
-    const bool bottomEqual = bounds.fBottom == crop.fBottom;
-
-    // In the event that the corners of the bounds only partially align with the crop we
-    // need to ensure that the resulting shape can still be represented as a round rect.
-    // In particular the round rect implementation will scale the value of all corner radii
-    // if the sum of the radius along any edge is greater than the length of that edge.
-    // See https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
-    const bool requiredWidth = bounds.width() > (cornerRadius.x * 2);
-    const bool requiredHeight = bounds.height() > (cornerRadius.y * 2);
-    if (!requiredWidth || !requiredHeight) {
-        return false;
-    }
-
-    // Check each cropped corner to ensure that it exactly matches the crop or its corner is
-    // contained within the cropped shape and does not need rounded.
-    // compute the UpperLeft corner radius
-    if (leftEqual && topEqual) {
-        radii[0].set(cornerRadius.x, cornerRadius.y);
-    } else if ((leftEqual && bounds.fTop >= insetCrop.fTop) ||
-               (topEqual && bounds.fLeft >= insetCrop.fLeft)) {
-        radii[0].set(0, 0);
-    } else {
-        return false;
-    }
-    // compute the UpperRight corner radius
-    if (rightEqual && topEqual) {
-        radii[1].set(cornerRadius.x, cornerRadius.y);
-    } else if ((rightEqual && bounds.fTop >= insetCrop.fTop) ||
-               (topEqual && bounds.fRight <= insetCrop.fRight)) {
-        radii[1].set(0, 0);
-    } else {
-        return false;
-    }
-    // compute the BottomRight corner radius
-    if (rightEqual && bottomEqual) {
-        radii[2].set(cornerRadius.x, cornerRadius.y);
-    } else if ((rightEqual && bounds.fBottom <= insetCrop.fBottom) ||
-               (bottomEqual && bounds.fRight <= insetCrop.fRight)) {
-        radii[2].set(0, 0);
-    } else {
-        return false;
-    }
-    // compute the BottomLeft corner radius
-    if (leftEqual && bottomEqual) {
-        radii[3].set(cornerRadius.x, cornerRadius.y);
-    } else if ((leftEqual && bounds.fBottom <= insetCrop.fBottom) ||
-               (bottomEqual && bounds.fLeft >= insetCrop.fLeft)) {
-        radii[3].set(0, 0);
-    } else {
-        return false;
-    }
-
-    return true;
-}
-
-inline std::pair<SkRRect, SkRRect> SkiaGLRenderEngine::getBoundsAndClip(const FloatRect& boundsRect,
-                                                                        const FloatRect& cropRect,
-                                                                        const vec2& cornerRadius) {
-    const SkRect bounds = getSkRect(boundsRect);
-    const SkRect crop = getSkRect(cropRect);
-
-    SkRRect clip;
-    if (cornerRadius.x > 0 && cornerRadius.y > 0) {
-        // it the crop and the bounds are equivalent or there is no crop then we don't need a clip
-        if (bounds == crop || crop.isEmpty()) {
-            return {SkRRect::MakeRectXY(bounds, cornerRadius.x, cornerRadius.y), clip};
-        }
-
-        // This makes an effort to speed up common, simple bounds + clip combinations by
-        // converting them to a single RRect draw. It is possible there are other cases
-        // that can be converted.
-        if (crop.contains(bounds)) {
-            const auto insetCrop = crop.makeInset(cornerRadius.x, cornerRadius.y);
-            if (insetCrop.contains(bounds)) {
-                return {SkRRect::MakeRect(bounds), clip}; // clip is empty - no rounding required
-            }
-
-            SkVector radii[4];
-            if (intersectionIsRoundRect(bounds, crop, insetCrop, cornerRadius, radii)) {
-                SkRRect intersectionBounds;
-                intersectionBounds.setRectRadii(bounds, radii);
-                return {intersectionBounds, clip};
-            }
-        }
-
-        // we didn't hit any of our fast paths so set the clip to the cropRect
-        clip.setRectXY(crop, cornerRadius.x, cornerRadius.y);
-    }
-
-    // if we hit this point then we either don't have rounded corners or we are going to rely
-    // on the clip to round the corners for us
-    return {SkRRect::MakeRect(bounds), clip};
-}
-
-inline bool SkiaGLRenderEngine::layerHasBlur(const LayerSettings& layer,
-                                             bool colorTransformModifiesAlpha) {
-    if (layer.backgroundBlurRadius > 0 || layer.blurRegions.size()) {
-        // return false if the content is opaque and would therefore occlude the blur
-        const bool opaqueContent = !layer.source.buffer.buffer || layer.source.buffer.isOpaque;
-        const bool opaqueAlpha = layer.alpha == 1.0f && !colorTransformModifiesAlpha;
-        return layer.skipContentDraw || !(opaqueContent && opaqueAlpha);
-    }
-    return false;
-}
-
-inline SkColor SkiaGLRenderEngine::getSkColor(const vec4& color) {
-    return SkColorSetARGB(color.a * 255, color.r * 255, color.g * 255, color.b * 255);
-}
-
-inline SkM44 SkiaGLRenderEngine::getSkM44(const mat4& matrix) {
-    return SkM44(matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
-                 matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
-                 matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
-                 matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
-}
-
-inline SkPoint3 SkiaGLRenderEngine::getSkPoint3(const vec3& vector) {
-    return SkPoint3::Make(vector.x, vector.y, vector.z);
-}
-
-size_t SkiaGLRenderEngine::getMaxTextureSize() const {
-    return mGrContext->maxTextureSize();
-}
-
-size_t SkiaGLRenderEngine::getMaxViewportDims() const {
-    return mGrContext->maxRenderTargetSize();
-}
-
-void SkiaGLRenderEngine::drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
-                                    const ShadowSettings& settings) {
-    ATRACE_CALL();
-    const float casterZ = settings.length / 2.0f;
-    const auto flags =
-            settings.casterIsTranslucent ? kTransparentOccluder_ShadowFlag : kNone_ShadowFlag;
-
-    SkShadowUtils::DrawShadow(canvas, SkPath::RRect(casterRRect), SkPoint3::Make(0, 0, casterZ),
-                              getSkPoint3(settings.lightPos), settings.lightRadius,
-                              getSkColor(settings.ambientColor), getSkColor(settings.spotColor),
-                              flags);
+    return fenceFd;
 }
 
 EGLContext SkiaGLRenderEngine::createEglContext(EGLDisplay display, EGLConfig config,
@@ -1570,114 +519,14 @@
     return value;
 }
 
-void SkiaGLRenderEngine::onActiveDisplaySizeChanged(ui::Size size) {
-    // This cache multiplier was selected based on review of cache sizes relative
-    // to the screen resolution. Looking at the worst case memory needed by blur (~1.5x),
-    // shadows (~1x), and general data structures (e.g. vertex buffers) we selected this as a
-    // conservative default based on that analysis.
-    const float SURFACE_SIZE_MULTIPLIER = 3.5f * bytesPerPixel(mDefaultPixelFormat);
-    const int maxResourceBytes = size.width * size.height * SURFACE_SIZE_MULTIPLIER;
-
-    // start by resizing the current context
-    getActiveGrContext()->setResourceCacheLimit(maxResourceBytes);
-
-    // if it is possible to switch contexts then we will resize the other context
-    const bool originalProtectedState = mInProtectedContext;
-    useProtectedContext(!mInProtectedContext);
-    if (mInProtectedContext != originalProtectedState) {
-        getActiveGrContext()->setResourceCacheLimit(maxResourceBytes);
-        // reset back to the initial context that was active when this method was called
-        useProtectedContext(originalProtectedState);
-    }
-}
-
-void SkiaGLRenderEngine::dump(std::string& result) {
+void SkiaGLRenderEngine::appendBackendSpecificInfoToDump(std::string& result) {
     const gl::GLExtensions& extensions = gl::GLExtensions::getInstance();
-
-    StringAppendF(&result, "\n ------------RE-----------------\n");
+    StringAppendF(&result, "\n ------------RE GLES------------\n");
     StringAppendF(&result, "EGL implementation : %s\n", extensions.getEGLVersion());
     StringAppendF(&result, "%s\n", extensions.getEGLExtensions());
     StringAppendF(&result, "GLES: %s, %s, %s\n", extensions.getVendor(), extensions.getRenderer(),
                   extensions.getVersion());
     StringAppendF(&result, "%s\n", extensions.getExtensions());
-    StringAppendF(&result, "RenderEngine supports protected context: %d\n",
-                  supportsProtectedContent());
-    StringAppendF(&result, "RenderEngine is in protected context: %d\n", mInProtectedContext);
-    StringAppendF(&result, "RenderEngine shaders cached since last dump/primeCache: %d\n",
-                  mSkSLCacheMonitor.shadersCachedSinceLastCall());
-
-    std::vector<ResourcePair> cpuResourceMap = {
-            {"skia/sk_resource_cache/bitmap_", "Bitmaps"},
-            {"skia/sk_resource_cache/rrect-blur_", "Masks"},
-            {"skia/sk_resource_cache/rects-blur_", "Masks"},
-            {"skia/sk_resource_cache/tessellated", "Shadows"},
-            {"skia", "Other"},
-    };
-    SkiaMemoryReporter cpuReporter(cpuResourceMap, false);
-    SkGraphics::DumpMemoryStatistics(&cpuReporter);
-    StringAppendF(&result, "Skia CPU Caches: ");
-    cpuReporter.logTotals(result);
-    cpuReporter.logOutput(result);
-
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-
-        std::vector<ResourcePair> gpuResourceMap = {
-                {"texture_renderbuffer", "Texture/RenderBuffer"},
-                {"texture", "Texture"},
-                {"gr_text_blob_cache", "Text"},
-                {"skia", "Other"},
-        };
-        SkiaMemoryReporter gpuReporter(gpuResourceMap, true);
-        mGrContext->dumpMemoryStatistics(&gpuReporter);
-        StringAppendF(&result, "Skia's GPU Caches: ");
-        gpuReporter.logTotals(result);
-        gpuReporter.logOutput(result);
-        StringAppendF(&result, "Skia's Wrapped Objects:\n");
-        gpuReporter.logOutput(result, true);
-
-        StringAppendF(&result, "RenderEngine tracked buffers: %zu\n",
-                      mGraphicBufferExternalRefs.size());
-        StringAppendF(&result, "Dumping buffer ids...\n");
-        for (const auto& [id, refCounts] : mGraphicBufferExternalRefs) {
-            StringAppendF(&result, "- 0x%" PRIx64 " - %d refs \n", id, refCounts);
-        }
-        StringAppendF(&result, "RenderEngine AHB/BackendTexture cache size: %zu\n",
-                      mTextureCache.size());
-        StringAppendF(&result, "Dumping buffer ids...\n");
-        // TODO(178539829): It would be nice to know which layer these are coming from and what
-        // the texture sizes are.
-        for (const auto& [id, unused] : mTextureCache) {
-            StringAppendF(&result, "- 0x%" PRIx64 "\n", id);
-        }
-        StringAppendF(&result, "\n");
-
-        SkiaMemoryReporter gpuProtectedReporter(gpuResourceMap, true);
-        if (mProtectedGrContext) {
-            mProtectedGrContext->dumpMemoryStatistics(&gpuProtectedReporter);
-        }
-        StringAppendF(&result, "Skia's GPU Protected Caches: ");
-        gpuProtectedReporter.logTotals(result);
-        gpuProtectedReporter.logOutput(result);
-        StringAppendF(&result, "Skia's Protected Wrapped Objects:\n");
-        gpuProtectedReporter.logOutput(result, true);
-
-        StringAppendF(&result, "\n");
-        StringAppendF(&result, "RenderEngine runtime effects: %zu\n", mRuntimeEffects.size());
-        for (const auto& [linearEffect, unused] : mRuntimeEffects) {
-            StringAppendF(&result, "- inputDataspace: %s\n",
-                          dataspaceDetails(
-                                  static_cast<android_dataspace>(linearEffect.inputDataspace))
-                                  .c_str());
-            StringAppendF(&result, "- outputDataspace: %s\n",
-                          dataspaceDetails(
-                                  static_cast<android_dataspace>(linearEffect.outputDataspace))
-                                  .c_str());
-            StringAppendF(&result, "undoPremultipliedAlpha: %s\n",
-                          linearEffect.undoPremultipliedAlpha ? "true" : "false");
-        }
-    }
-    StringAppendF(&result, "\n");
 }
 
 } // namespace skia
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index 34f18c1..4a37ffe 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -55,33 +55,23 @@
     SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display, EGLContext ctxt,
                        EGLSurface placeholder, EGLContext protectedContext,
                        EGLSurface protectedPlaceholder);
-    ~SkiaGLRenderEngine() override EXCLUDES(mRenderingMutex);
+    ~SkiaGLRenderEngine() override;
 
-    std::future<void> primeCache() override;
-    void cleanupPostRender() override;
-    void cleanFramebufferCache() override{};
     int getContextPriority() override;
-    bool isProtected() const override { return mInProtectedContext; }
-    bool supportsProtectedContent() const override;
-    void useProtectedContext(bool useProtectedContext) override;
-    bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
-    void onActiveDisplaySizeChanged(ui::Size size) override;
-    int reportShadersCompiled() override;
 
 protected:
-    void dump(std::string& result) override;
-    size_t getMaxTextureSize() const override;
-    size_t getMaxViewportDims() const override;
-    void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) override;
-    void unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) override;
-    bool canSkipPostRenderCleanup() const override;
-    void drawLayersInternal(const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
-                            const DisplaySettings& display,
-                            const std::vector<LayerSettings>& layers,
-                            const std::shared_ptr<ExternalTexture>& buffer,
-                            const bool useFramebufferCache, base::unique_fd&& bufferFence) override;
+    // Implementations of abstract SkiaRenderEngine functions specific to
+    // rendering backend
+    virtual SkiaRenderEngine::Contexts createDirectContexts(const GrContextOptions& options);
+    bool supportsProtectedContentImpl() const override;
+    bool useProtectedContextImpl(GrProtected isProtected) override;
+    void waitFence(GrDirectContext* grContext, base::borrowed_fd fenceFd) override;
+    base::unique_fd flushAndSubmit(GrDirectContext* context) override;
+    void appendBackendSpecificInfoToDump(std::string& result) override;
 
 private:
+    bool waitGpuFence(base::borrowed_fd fenceFd);
+    base::unique_fd flush();
     static EGLConfig chooseEglConfig(EGLDisplay display, int format, bool logConfig);
     static EGLContext createEglContext(EGLDisplay display, EGLConfig config,
                                        EGLContext shareContext,
@@ -89,107 +79,14 @@
                                        Protection protection);
     static std::optional<RenderEngine::ContextPriority> createContextPriority(
             const RenderEngineCreationArgs& args);
-    static EGLSurface createPlaceholderEglPbufferSurface(EGLDisplay display, EGLConfig config,
-                                                         int hwcFormat, Protection protection);
-    inline SkRect getSkRect(const FloatRect& layer);
-    inline SkRect getSkRect(const Rect& layer);
-    inline std::pair<SkRRect, SkRRect> getBoundsAndClip(const FloatRect& bounds,
-                                                        const FloatRect& crop,
-                                                        const vec2& cornerRadius);
-    inline bool layerHasBlur(const LayerSettings& layer, bool colorTransformModifiesAlpha);
-    inline SkColor getSkColor(const vec4& color);
-    inline SkM44 getSkM44(const mat4& matrix);
-    inline SkPoint3 getSkPoint3(const vec3& vector);
-    inline GrDirectContext* getActiveGrContext() const;
-
-    base::unique_fd flush();
-    // waitFence attempts to wait in the GPU, and if unable to waits on the CPU instead.
-    void waitFence(base::borrowed_fd fenceFd);
-    bool waitGpuFence(base::borrowed_fd fenceFd);
-
-    void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
-    void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
-                    const ShadowSettings& shadowSettings);
-
-    // If requiresLinearEffect is true or the layer has a stretchEffect a new shader is returned.
-    // Otherwise it returns the input shader.
-    struct RuntimeEffectShaderParameters {
-        sk_sp<SkShader> shader;
-        const LayerSettings& layer;
-        const DisplaySettings& display;
-        bool undoPremultipliedAlpha;
-        bool requiresLinearEffect;
-        float layerDimmingRatio;
-    };
-    sk_sp<SkShader> createRuntimeEffectShader(const RuntimeEffectShaderParameters&);
+    static EGLSurface createPlaceholderEglPbufferSurface(
+            EGLDisplay display, EGLConfig config, int hwcFormat, Protection protection);
 
     EGLDisplay mEGLDisplay;
     EGLContext mEGLContext;
     EGLSurface mPlaceholderSurface;
     EGLContext mProtectedEGLContext;
     EGLSurface mProtectedPlaceholderSurface;
-    BlurFilter* mBlurFilter = nullptr;
-
-    const PixelFormat mDefaultPixelFormat;
-    const bool mUseColorManagement;
-
-    // Identifier used or various mappings of layers to various
-    // textures or shaders
-    using GraphicBufferId = uint64_t;
-
-    // Number of external holders of ExternalTexture references, per GraphicBuffer ID.
-    std::unordered_map<GraphicBufferId, int32_t> mGraphicBufferExternalRefs
-            GUARDED_BY(mRenderingMutex);
-    // Cache of GL textures that we'll store per GraphicBuffer ID, shared between GPU contexts.
-    std::unordered_map<GraphicBufferId, std::shared_ptr<AutoBackendTexture::LocalRef>> mTextureCache
-            GUARDED_BY(mRenderingMutex);
-    std::unordered_map<shaders::LinearEffect, sk_sp<SkRuntimeEffect>, shaders::LinearEffectHasher>
-            mRuntimeEffects;
-    AutoBackendTexture::CleanupManager mTextureCleanupMgr GUARDED_BY(mRenderingMutex);
-
-    StretchShaderFactory mStretchShaderFactory;
-    // Mutex guarding rendering operations, so that:
-    // 1. GL operations aren't interleaved, and
-    // 2. Internal state related to rendering that is potentially modified by
-    // multiple threads is guaranteed thread-safe.
-    mutable std::mutex mRenderingMutex;
-
-    sp<Fence> mLastDrawFence;
-
-    // Graphics context used for creating surfaces and submitting commands
-    sk_sp<GrDirectContext> mGrContext;
-    // Same as above, but for protected content (eg. DRM)
-    sk_sp<GrDirectContext> mProtectedGrContext;
-
-    bool mInProtectedContext = false;
-    // Object to capture commands send to Skia.
-    std::unique_ptr<SkiaCapture> mCapture;
-
-    // Implements PersistentCache as a way to monitor what SkSL shaders Skia has
-    // cached.
-    class SkSLCacheMonitor : public GrContextOptions::PersistentCache {
-    public:
-        SkSLCacheMonitor() = default;
-        ~SkSLCacheMonitor() override = default;
-
-        sk_sp<SkData> load(const SkData& key) override;
-
-        void store(const SkData& key, const SkData& data, const SkString& description) override;
-
-        int shadersCachedSinceLastCall() {
-            const int shadersCachedSinceLastCall = mShadersCachedSinceLastCall;
-            mShadersCachedSinceLastCall = 0;
-            return shadersCachedSinceLastCall;
-        }
-
-        int totalShadersCompiled() const { return mTotalShadersCompiled; }
-
-    private:
-        int mShadersCachedSinceLastCall = 0;
-        int mTotalShadersCompiled = 0;
-    };
-
-    SkSLCacheMonitor mSkSLCacheMonitor;
 };
 
 } // namespace skia
diff --git a/libs/renderengine/skia/SkiaRenderEngine.cpp b/libs/renderengine/skia/SkiaRenderEngine.cpp
index 1fb24f5..db983a8 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaRenderEngine.cpp
@@ -20,16 +20,1244 @@
 
 #include "SkiaRenderEngine.h"
 
+#include <GrBackendSemaphore.h>
+#include <GrContextOptions.h>
+#include <SkBlendMode.h>
+#include <SkCanvas.h>
+#include <SkColor.h>
+#include <SkColorFilter.h>
+#include <SkColorMatrix.h>
+#include <SkColorSpace.h>
+#include <SkData.h>
+#include <SkGraphics.h>
+#include <SkImage.h>
+#include <SkImageFilters.h>
+#include <SkImageInfo.h>
+#include <SkM44.h>
+#include <SkMatrix.h>
+#include <SkPaint.h>
+#include <SkPath.h>
+#include <SkPoint.h>
+#include <SkPoint3.h>
+#include <SkRect.h>
+#include <SkRefCnt.h>
+#include <SkRegion.h>
+#include <SkRRect.h>
+#include <SkRuntimeEffect.h>
+#include <SkSamplingOptions.h>
+#include <SkScalar.h>
+#include <SkShader.h>
+#include <SkShadowUtils.h>
+#include <SkString.h>
+#include <SkSurface.h>
+#include <SkTileMode.h>
 #include <src/core/SkTraceEventCommon.h>
+#include <android-base/stringprintf.h>
+#include <gui/TraceUtils.h>
+#include <sync/sync.h>
+#include <ui/BlurRegion.h>
+#include <ui/DataspaceUtils.h>
+#include <ui/DebugUtils.h>
+#include <ui/GraphicBuffer.h>
+#include <utils/Trace.h>
+
+#include <cmath>
+#include <cstdint>
+#include <memory>
+#include <numeric>
+
+#include "Cache.h"
+#include "ColorSpaces.h"
+#include "filters/BlurFilter.h"
+#include "filters/GaussianBlurFilter.h"
+#include "filters/KawaseBlurFilter.h"
+#include "filters/LinearEffect.h"
+#include "log/log_main.h"
+#include "skia/debug/SkiaCapture.h"
+#include "skia/debug/SkiaMemoryReporter.h"
+#include "skia/filters/StretchShaderFactory.h"
+#include "system/graphics-base-v1.0.h"
+
+namespace {
+
+// Debugging settings
+static const bool kPrintLayerSettings = false;
+static const bool kFlushAfterEveryLayer = kPrintLayerSettings;
+
+} // namespace
+
+// Utility functions related to SkRect
+
+namespace {
+
+static inline SkRect getSkRect(const android::FloatRect& rect) {
+    return SkRect::MakeLTRB(rect.left, rect.top, rect.right, rect.bottom);
+}
+
+static inline SkRect getSkRect(const android::Rect& rect) {
+    return SkRect::MakeLTRB(rect.left, rect.top, rect.right, rect.bottom);
+}
+
+/**
+ *  Verifies that common, simple bounds + clip combinations can be converted into
+ *  a single RRect draw call returning true if possible. If true the radii parameter
+ *  will be filled with the correct radii values that combined with bounds param will
+ *  produce the insected roundRect. If false, the returned state of the radii param is undefined.
+ */
+static bool intersectionIsRoundRect(const SkRect& bounds, const SkRect& crop,
+                                    const SkRect& insetCrop, const android::vec2& cornerRadius,
+                                    SkVector radii[4]) {
+    const bool leftEqual = bounds.fLeft == crop.fLeft;
+    const bool topEqual = bounds.fTop == crop.fTop;
+    const bool rightEqual = bounds.fRight == crop.fRight;
+    const bool bottomEqual = bounds.fBottom == crop.fBottom;
+
+    // In the event that the corners of the bounds only partially align with the crop we
+    // need to ensure that the resulting shape can still be represented as a round rect.
+    // In particular the round rect implementation will scale the value of all corner radii
+    // if the sum of the radius along any edge is greater than the length of that edge.
+    // See https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
+    const bool requiredWidth = bounds.width() > (cornerRadius.x * 2);
+    const bool requiredHeight = bounds.height() > (cornerRadius.y * 2);
+    if (!requiredWidth || !requiredHeight) {
+        return false;
+    }
+
+    // Check each cropped corner to ensure that it exactly matches the crop or its corner is
+    // contained within the cropped shape and does not need rounded.
+    // compute the UpperLeft corner radius
+    if (leftEqual && topEqual) {
+        radii[0].set(cornerRadius.x, cornerRadius.y);
+    } else if ((leftEqual && bounds.fTop >= insetCrop.fTop) ||
+               (topEqual && bounds.fLeft >= insetCrop.fLeft)) {
+        radii[0].set(0, 0);
+    } else {
+        return false;
+    }
+    // compute the UpperRight corner radius
+    if (rightEqual && topEqual) {
+        radii[1].set(cornerRadius.x, cornerRadius.y);
+    } else if ((rightEqual && bounds.fTop >= insetCrop.fTop) ||
+               (topEqual && bounds.fRight <= insetCrop.fRight)) {
+        radii[1].set(0, 0);
+    } else {
+        return false;
+    }
+    // compute the BottomRight corner radius
+    if (rightEqual && bottomEqual) {
+        radii[2].set(cornerRadius.x, cornerRadius.y);
+    } else if ((rightEqual && bounds.fBottom <= insetCrop.fBottom) ||
+               (bottomEqual && bounds.fRight <= insetCrop.fRight)) {
+        radii[2].set(0, 0);
+    } else {
+        return false;
+    }
+    // compute the BottomLeft corner radius
+    if (leftEqual && bottomEqual) {
+        radii[3].set(cornerRadius.x, cornerRadius.y);
+    } else if ((leftEqual && bounds.fBottom <= insetCrop.fBottom) ||
+               (bottomEqual && bounds.fLeft >= insetCrop.fLeft)) {
+        radii[3].set(0, 0);
+    } else {
+        return false;
+    }
+
+    return true;
+}
+
+static inline std::pair<SkRRect, SkRRect> getBoundsAndClip(const android::FloatRect& boundsRect,
+                                                           const android::FloatRect& cropRect,
+                                                           const android::vec2& cornerRadius) {
+    const SkRect bounds = getSkRect(boundsRect);
+    const SkRect crop = getSkRect(cropRect);
+
+    SkRRect clip;
+    if (cornerRadius.x > 0 && cornerRadius.y > 0) {
+        // it the crop and the bounds are equivalent or there is no crop then we don't need a clip
+        if (bounds == crop || crop.isEmpty()) {
+            return {SkRRect::MakeRectXY(bounds, cornerRadius.x, cornerRadius.y), clip};
+        }
+
+        // This makes an effort to speed up common, simple bounds + clip combinations by
+        // converting them to a single RRect draw. It is possible there are other cases
+        // that can be converted.
+        if (crop.contains(bounds)) {
+            const auto insetCrop = crop.makeInset(cornerRadius.x, cornerRadius.y);
+            if (insetCrop.contains(bounds)) {
+                return {SkRRect::MakeRect(bounds), clip}; // clip is empty - no rounding required
+            }
+
+            SkVector radii[4];
+            if (intersectionIsRoundRect(bounds, crop, insetCrop, cornerRadius, radii)) {
+                SkRRect intersectionBounds;
+                intersectionBounds.setRectRadii(bounds, radii);
+                return {intersectionBounds, clip};
+            }
+        }
+
+        // we didn't hit any of our fast paths so set the clip to the cropRect
+        clip.setRectXY(crop, cornerRadius.x, cornerRadius.y);
+    }
+
+    // if we hit this point then we either don't have rounded corners or we are going to rely
+    // on the clip to round the corners for us
+    return {SkRRect::MakeRect(bounds), clip};
+}
+
+static inline bool layerHasBlur(const android::renderengine::LayerSettings& layer,
+                                bool colorTransformModifiesAlpha) {
+    if (layer.backgroundBlurRadius > 0 || layer.blurRegions.size()) {
+        // return false if the content is opaque and would therefore occlude the blur
+        const bool opaqueContent = !layer.source.buffer.buffer || layer.source.buffer.isOpaque;
+        const bool opaqueAlpha = layer.alpha == 1.0f && !colorTransformModifiesAlpha;
+        return layer.skipContentDraw || !(opaqueContent && opaqueAlpha);
+    }
+    return false;
+}
+
+static inline SkColor getSkColor(const android::vec4& color) {
+    return SkColorSetARGB(color.a * 255, color.r * 255, color.g * 255, color.b * 255);
+}
+
+static inline SkM44 getSkM44(const android::mat4& matrix) {
+    return SkM44(matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
+                 matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
+                 matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
+                 matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
+}
+
+static inline SkPoint3 getSkPoint3(const android::vec3& vector) {
+    return SkPoint3::Make(vector.x, vector.y, vector.z);
+}
+
+} // namespace
 
 namespace android {
 namespace renderengine {
 namespace skia {
-SkiaRenderEngine::SkiaRenderEngine(RenderEngineType type) : RenderEngine(type) {}
+
+using base::StringAppendF;
+
+std::future<void> SkiaRenderEngine::primeCache() {
+    Cache::primeShaderCache(this);
+    return {};
+}
+
+sk_sp<SkData> SkiaRenderEngine::SkSLCacheMonitor::load(const SkData& key) {
+    // This "cache" does not actually cache anything. It just allows us to
+    // monitor Skia's internal cache. So this method always returns null.
+    return nullptr;
+}
+
+void SkiaRenderEngine::SkSLCacheMonitor::store(const SkData& key, const SkData& data,
+                                               const SkString& description) {
+    mShadersCachedSinceLastCall++;
+    mTotalShadersCompiled++;
+    ATRACE_FORMAT("SF cache: %i shaders", mTotalShadersCompiled);
+}
+
+int SkiaRenderEngine::reportShadersCompiled() {
+    return mSkSLCacheMonitor.totalShadersCompiled();
+}
 
 void SkiaRenderEngine::setEnableTracing(bool tracingEnabled) {
     SkAndroidFrameworkTraceUtil::setEnableTracing(tracingEnabled);
 }
+
+SkiaRenderEngine::SkiaRenderEngine(
+    RenderEngineType type,
+    PixelFormat pixelFormat,
+    bool useColorManagement,
+    bool supportsBackgroundBlur) :
+    RenderEngine(type),
+    mDefaultPixelFormat(pixelFormat),
+    mUseColorManagement(useColorManagement) {
+    if (supportsBackgroundBlur) {
+        ALOGD("Background Blurs Enabled");
+        mBlurFilter = new KawaseBlurFilter();
+    }
+    mCapture = std::make_unique<SkiaCapture>();
+}
+
+SkiaRenderEngine::~SkiaRenderEngine() { }
+
+// To be called from backend dtors.
+void SkiaRenderEngine::finishRenderingAndAbandonContext() {
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+
+    if (mBlurFilter) {
+        delete mBlurFilter;
+    }
+
+    if (mGrContext) {
+        mGrContext->flushAndSubmit(true);
+        mGrContext->abandonContext();
+    }
+
+    if (mProtectedGrContext) {
+        mProtectedGrContext->flushAndSubmit(true);
+        mProtectedGrContext->abandonContext();
+    }
+}
+
+void SkiaRenderEngine::useProtectedContext(bool useProtectedContext) {
+    if (useProtectedContext == mInProtectedContext ||
+        (useProtectedContext && !supportsProtectedContent())) {
+        return;
+    }
+
+    // release any scratch resources before switching into a new mode
+    if (getActiveGrContext()) {
+        getActiveGrContext()->purgeUnlockedResources(true);
+    }
+
+    // Backend-specific way to switch to protected context
+    if (useProtectedContextImpl(
+            useProtectedContext ? GrProtected::kYes : GrProtected::kNo)) {
+        mInProtectedContext = useProtectedContext;
+        // given that we are sharing the same thread between two GrContexts we need to
+        // make sure that the thread state is reset when switching between the two.
+        if (getActiveGrContext()) {
+            getActiveGrContext()->resetContext();
+        }
+    }
+}
+
+GrDirectContext* SkiaRenderEngine::getActiveGrContext() {
+    return mInProtectedContext ? mProtectedGrContext.get() : mGrContext.get();
+}
+
+static float toDegrees(uint32_t transform) {
+    switch (transform) {
+        case ui::Transform::ROT_90:
+            return 90.0;
+        case ui::Transform::ROT_180:
+            return 180.0;
+        case ui::Transform::ROT_270:
+            return 270.0;
+        default:
+            return 0.0;
+    }
+}
+
+static SkColorMatrix toSkColorMatrix(const android::mat4& matrix) {
+    return SkColorMatrix(matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0], 0, matrix[0][1],
+                         matrix[1][1], matrix[2][1], matrix[3][1], 0, matrix[0][2], matrix[1][2],
+                         matrix[2][2], matrix[3][2], 0, matrix[0][3], matrix[1][3], matrix[2][3],
+                         matrix[3][3], 0);
+}
+
+static bool needsToneMapping(ui::Dataspace sourceDataspace, ui::Dataspace destinationDataspace) {
+    int64_t sourceTransfer = sourceDataspace & HAL_DATASPACE_TRANSFER_MASK;
+    int64_t destTransfer = destinationDataspace & HAL_DATASPACE_TRANSFER_MASK;
+
+    // Treat unsupported dataspaces as srgb
+    if (destTransfer != HAL_DATASPACE_TRANSFER_LINEAR &&
+        destTransfer != HAL_DATASPACE_TRANSFER_HLG &&
+        destTransfer != HAL_DATASPACE_TRANSFER_ST2084) {
+        destTransfer = HAL_DATASPACE_TRANSFER_SRGB;
+    }
+
+    if (sourceTransfer != HAL_DATASPACE_TRANSFER_LINEAR &&
+        sourceTransfer != HAL_DATASPACE_TRANSFER_HLG &&
+        sourceTransfer != HAL_DATASPACE_TRANSFER_ST2084) {
+        sourceTransfer = HAL_DATASPACE_TRANSFER_SRGB;
+    }
+
+    const bool isSourceLinear = sourceTransfer == HAL_DATASPACE_TRANSFER_LINEAR;
+    const bool isSourceSRGB = sourceTransfer == HAL_DATASPACE_TRANSFER_SRGB;
+    const bool isDestLinear = destTransfer == HAL_DATASPACE_TRANSFER_LINEAR;
+    const bool isDestSRGB = destTransfer == HAL_DATASPACE_TRANSFER_SRGB;
+
+    return !(isSourceLinear && isDestSRGB) && !(isSourceSRGB && isDestLinear) &&
+            sourceTransfer != destTransfer;
+}
+
+void SkiaRenderEngine::ensureGrContextsCreated() {
+    if (mGrContext) {
+        return;
+    }
+
+    GrContextOptions options;
+    options.fDisableDriverCorrectnessWorkarounds = true;
+    options.fDisableDistanceFieldPaths = true;
+    options.fReducedShaderVariations = true;
+    options.fPersistentCache = &mSkSLCacheMonitor;
+    std::tie(mGrContext, mProtectedGrContext) = createDirectContexts(options);
+}
+
+void SkiaRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
+                                                  bool isRenderable) {
+    // Only run this if RE is running on its own thread. This way the access to GL
+    // operations is guaranteed to be happening on the same thread.
+    if (mRenderEngineType != RenderEngineType::SKIA_GL_THREADED) {
+        return;
+    }
+    // We currently don't attempt to map a buffer if the buffer contains protected content
+    // because GPU resources for protected buffers is much more limited.
+    const bool isProtectedBuffer = buffer->getUsage() & GRALLOC_USAGE_PROTECTED;
+    if (isProtectedBuffer) {
+        return;
+    }
+    ATRACE_CALL();
+
+    // If we were to support caching protected buffers then we will need to switch the
+    // currently bound context if we are not already using the protected context (and subsequently
+    // switch back after the buffer is cached).  However, for non-protected content we can bind
+    // the texture in either GL context because they are initialized with the same share_context
+    // which allows the texture state to be shared between them.
+    auto grContext = getActiveGrContext();
+    auto& cache = mTextureCache;
+
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+    mGraphicBufferExternalRefs[buffer->getId()]++;
+
+    if (const auto& iter = cache.find(buffer->getId()); iter == cache.end()) {
+        std::shared_ptr<AutoBackendTexture::LocalRef> imageTextureRef =
+                std::make_shared<AutoBackendTexture::LocalRef>(grContext,
+                                                               buffer->toAHardwareBuffer(),
+                                                               isRenderable, mTextureCleanupMgr);
+        cache.insert({buffer->getId(), imageTextureRef});
+    }
+}
+
+void SkiaRenderEngine::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) {
+    ATRACE_CALL();
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+    if (const auto& iter = mGraphicBufferExternalRefs.find(buffer->getId());
+        iter != mGraphicBufferExternalRefs.end()) {
+        if (iter->second == 0) {
+            ALOGW("Attempted to unmap GraphicBuffer <id: %" PRId64
+                  "> from RenderEngine texture, but the "
+                  "ref count was already zero!",
+                  buffer->getId());
+            mGraphicBufferExternalRefs.erase(buffer->getId());
+            return;
+        }
+
+        iter->second--;
+
+        // Swap contexts if needed prior to deleting this buffer
+        // See Issue 1 of
+        // https://www.khronos.org/registry/EGL/extensions/EXT/EGL_EXT_protected_content.txt: even
+        // when a protected context and an unprotected context are part of the same share group,
+        // protected surfaces may not be accessed by an unprotected context, implying that protected
+        // surfaces may only be freed when a protected context is active.
+        const bool inProtected = mInProtectedContext;
+        useProtectedContext(buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
+
+        if (iter->second == 0) {
+            mTextureCache.erase(buffer->getId());
+            mGraphicBufferExternalRefs.erase(buffer->getId());
+        }
+
+        // Swap back to the previous context so that cached values of isProtected in SurfaceFlinger
+        // are up-to-date.
+        if (inProtected != mInProtectedContext) {
+            useProtectedContext(inProtected);
+        }
+    }
+}
+
+bool SkiaRenderEngine::canSkipPostRenderCleanup() const {
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+    return mTextureCleanupMgr.isEmpty();
+}
+
+void SkiaRenderEngine::cleanupPostRender() {
+    ATRACE_CALL();
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+    mTextureCleanupMgr.cleanup();
+}
+
+sk_sp<SkShader> SkiaRenderEngine::createRuntimeEffectShader(
+        const RuntimeEffectShaderParameters& parameters) {
+    // The given surface will be stretched by HWUI via matrix transformation
+    // which gets similar results for most surfaces
+    // Determine later on if we need to leverage the stertch shader within
+    // surface flinger
+    const auto& stretchEffect = parameters.layer.stretchEffect;
+    auto shader = parameters.shader;
+    if (stretchEffect.hasEffect()) {
+        const auto targetBuffer = parameters.layer.source.buffer.buffer;
+        const auto graphicBuffer = targetBuffer ? targetBuffer->getBuffer() : nullptr;
+        if (graphicBuffer && parameters.shader) {
+            shader = mStretchShaderFactory.createSkShader(shader, stretchEffect);
+        }
+    }
+
+    if (parameters.requiresLinearEffect) {
+        const ui::Dataspace inputDataspace = mUseColorManagement ? parameters.layer.sourceDataspace
+                                                                 : ui::Dataspace::V0_SRGB_LINEAR;
+        const ui::Dataspace outputDataspace = mUseColorManagement
+                ? parameters.display.outputDataspace
+                : ui::Dataspace::V0_SRGB_LINEAR;
+
+        auto effect =
+                shaders::LinearEffect{.inputDataspace = inputDataspace,
+                                      .outputDataspace = outputDataspace,
+                                      .undoPremultipliedAlpha = parameters.undoPremultipliedAlpha};
+
+        auto effectIter = mRuntimeEffects.find(effect);
+        sk_sp<SkRuntimeEffect> runtimeEffect = nullptr;
+        if (effectIter == mRuntimeEffects.end()) {
+            runtimeEffect = buildRuntimeEffect(effect);
+            mRuntimeEffects.insert({effect, runtimeEffect});
+        } else {
+            runtimeEffect = effectIter->second;
+        }
+        mat4 colorTransform = parameters.layer.colorTransform;
+
+        colorTransform *=
+                mat4::scale(vec4(parameters.layerDimmingRatio, parameters.layerDimmingRatio,
+                                 parameters.layerDimmingRatio, 1.f));
+        const auto targetBuffer = parameters.layer.source.buffer.buffer;
+        const auto graphicBuffer = targetBuffer ? targetBuffer->getBuffer() : nullptr;
+        const auto hardwareBuffer = graphicBuffer ? graphicBuffer->toAHardwareBuffer() : nullptr;
+        return createLinearEffectShader(parameters.shader, effect, runtimeEffect, colorTransform,
+                                        parameters.display.maxLuminance,
+                                        parameters.display.currentLuminanceNits,
+                                        parameters.layer.source.buffer.maxLuminanceNits,
+                                        hardwareBuffer, parameters.display.renderIntent);
+    }
+    return parameters.shader;
+}
+
+void SkiaRenderEngine::initCanvas(SkCanvas* canvas, const DisplaySettings& display) {
+    if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
+        // Record display settings when capture is running.
+        std::stringstream displaySettings;
+        PrintTo(display, &displaySettings);
+        // Store the DisplaySettings in additional information.
+        canvas->drawAnnotation(SkRect::MakeEmpty(), "DisplaySettings",
+                               SkData::MakeWithCString(displaySettings.str().c_str()));
+    }
+
+    // Before doing any drawing, let's make sure that we'll start at the origin of the display.
+    // Some displays don't start at 0,0 for example when we're mirroring the screen. Also, virtual
+    // displays might have different scaling when compared to the physical screen.
+
+    canvas->clipRect(getSkRect(display.physicalDisplay));
+    canvas->translate(display.physicalDisplay.left, display.physicalDisplay.top);
+
+    const auto clipWidth = display.clip.width();
+    const auto clipHeight = display.clip.height();
+    auto rotatedClipWidth = clipWidth;
+    auto rotatedClipHeight = clipHeight;
+    // Scale is contingent on the rotation result.
+    if (display.orientation & ui::Transform::ROT_90) {
+        std::swap(rotatedClipWidth, rotatedClipHeight);
+    }
+    const auto scaleX = static_cast<SkScalar>(display.physicalDisplay.width()) /
+            static_cast<SkScalar>(rotatedClipWidth);
+    const auto scaleY = static_cast<SkScalar>(display.physicalDisplay.height()) /
+            static_cast<SkScalar>(rotatedClipHeight);
+    canvas->scale(scaleX, scaleY);
+
+    // Canvas rotation is done by centering the clip window at the origin, rotating, translating
+    // back so that the top left corner of the clip is at (0, 0).
+    canvas->translate(rotatedClipWidth / 2, rotatedClipHeight / 2);
+    canvas->rotate(toDegrees(display.orientation));
+    canvas->translate(-clipWidth / 2, -clipHeight / 2);
+    canvas->translate(-display.clip.left, -display.clip.top);
+}
+
+class AutoSaveRestore {
+public:
+    AutoSaveRestore(SkCanvas* canvas) : mCanvas(canvas) { mSaveCount = canvas->save(); }
+    ~AutoSaveRestore() { restore(); }
+    void replace(SkCanvas* canvas) {
+        mCanvas = canvas;
+        mSaveCount = canvas->save();
+    }
+    void restore() {
+        if (mCanvas) {
+            mCanvas->restoreToCount(mSaveCount);
+            mCanvas = nullptr;
+        }
+    }
+
+private:
+    SkCanvas* mCanvas;
+    int mSaveCount;
+};
+
+static SkRRect getBlurRRect(const BlurRegion& region) {
+    const auto rect = SkRect::MakeLTRB(region.left, region.top, region.right, region.bottom);
+    const SkVector radii[4] = {SkVector::Make(region.cornerRadiusTL, region.cornerRadiusTL),
+                               SkVector::Make(region.cornerRadiusTR, region.cornerRadiusTR),
+                               SkVector::Make(region.cornerRadiusBR, region.cornerRadiusBR),
+                               SkVector::Make(region.cornerRadiusBL, region.cornerRadiusBL)};
+    SkRRect roundedRect;
+    roundedRect.setRectRadii(rect, radii);
+    return roundedRect;
+}
+
+// Arbitrary default margin which should be close enough to zero.
+constexpr float kDefaultMargin = 0.0001f;
+static bool equalsWithinMargin(float expected, float value, float margin = kDefaultMargin) {
+    LOG_ALWAYS_FATAL_IF(margin < 0.f, "Margin is negative!");
+    return std::abs(expected - value) < margin;
+}
+
+namespace {
+template <typename T>
+void logSettings(const T& t) {
+    std::stringstream stream;
+    PrintTo(t, &stream);
+    auto string = stream.str();
+    size_t pos = 0;
+    // Perfetto ignores \n, so split up manually into separate ALOGD statements.
+    const size_t size = string.size();
+    while (pos < size) {
+        const size_t end = std::min(string.find("\n", pos), size);
+        ALOGD("%s", string.substr(pos, end - pos).c_str());
+        pos = end + 1;
+    }
+}
+} // namespace
+
+// Helper class intended to be used on the stack to ensure that texture cleanup
+// is deferred until after this class goes out of scope.
+class DeferTextureCleanup final {
+public:
+    DeferTextureCleanup(AutoBackendTexture::CleanupManager& mgr) : mMgr(mgr) {
+        mMgr.setDeferredStatus(true);
+    }
+    ~DeferTextureCleanup() { mMgr.setDeferredStatus(false); }
+
+private:
+    DISALLOW_COPY_AND_ASSIGN(DeferTextureCleanup);
+    AutoBackendTexture::CleanupManager& mMgr;
+};
+
+void SkiaRenderEngine::drawLayersInternal(
+        const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
+        const DisplaySettings& display, const std::vector<LayerSettings>& layers,
+        const std::shared_ptr<ExternalTexture>& buffer, const bool /*useFramebufferCache*/,
+        base::unique_fd&& bufferFence) {
+    ATRACE_NAME("SkiaGL::drawLayersInternal");
+
+    std::lock_guard<std::mutex> lock(mRenderingMutex);
+
+    if (buffer == nullptr) {
+        ALOGE("No output buffer provided. Aborting GPU composition.");
+        resultPromise->set_value({BAD_VALUE, base::unique_fd()});
+        return;
+    }
+
+    validateOutputBufferUsage(buffer->getBuffer());
+
+    auto grContext = getActiveGrContext();
+    auto& cache = mTextureCache;
+
+    // any AutoBackendTexture deletions will now be deferred until cleanupPostRender is called
+    DeferTextureCleanup dtc(mTextureCleanupMgr);
+
+    std::shared_ptr<AutoBackendTexture::LocalRef> surfaceTextureRef;
+    if (const auto& it = cache.find(buffer->getBuffer()->getId()); it != cache.end()) {
+        surfaceTextureRef = it->second;
+    } else {
+        surfaceTextureRef =
+                std::make_shared<AutoBackendTexture::LocalRef>(grContext,
+                                                               buffer->getBuffer()
+                                                                       ->toAHardwareBuffer(),
+                                                               true, mTextureCleanupMgr);
+    }
+
+    // wait on the buffer to be ready to use prior to using it
+    waitFence(grContext, bufferFence);
+
+    const ui::Dataspace dstDataspace =
+            mUseColorManagement ? display.outputDataspace : ui::Dataspace::V0_SRGB_LINEAR;
+    sk_sp<SkSurface> dstSurface = surfaceTextureRef->getOrCreateSurface(dstDataspace, grContext);
+
+    SkCanvas* dstCanvas = mCapture->tryCapture(dstSurface.get());
+    if (dstCanvas == nullptr) {
+        ALOGE("Cannot acquire canvas from Skia.");
+        resultPromise->set_value({BAD_VALUE, base::unique_fd()});
+        return;
+    }
+
+    // setup color filter if necessary
+    sk_sp<SkColorFilter> displayColorTransform;
+    if (display.colorTransform != mat4() && !display.deviceHandlesColorTransform) {
+        displayColorTransform = SkColorFilters::Matrix(toSkColorMatrix(display.colorTransform));
+    }
+    const bool ctModifiesAlpha =
+            displayColorTransform && !displayColorTransform->isAlphaUnchanged();
+
+    // Find the max layer white point to determine the max luminance of the scene...
+    const float maxLayerWhitePoint = std::transform_reduce(
+            layers.cbegin(), layers.cend(), 0.f,
+            [](float left, float right) { return std::max(left, right); },
+            [&](const auto& l) { return l.whitePointNits; });
+
+    // ...and compute the dimming ratio if dimming is requested
+    const float displayDimmingRatio = display.targetLuminanceNits > 0.f &&
+                    maxLayerWhitePoint > 0.f && display.targetLuminanceNits > maxLayerWhitePoint
+            ? maxLayerWhitePoint / display.targetLuminanceNits
+            : 1.f;
+
+    // Find if any layers have requested blur, we'll use that info to decide when to render to an
+    // offscreen buffer and when to render to the native buffer.
+    sk_sp<SkSurface> activeSurface(dstSurface);
+    SkCanvas* canvas = dstCanvas;
+    SkiaCapture::OffscreenState offscreenCaptureState;
+    const LayerSettings* blurCompositionLayer = nullptr;
+    if (mBlurFilter) {
+        bool requiresCompositionLayer = false;
+        for (const auto& layer : layers) {
+            // if the layer doesn't have blur or it is not visible then continue
+            if (!layerHasBlur(layer, ctModifiesAlpha)) {
+                continue;
+            }
+            if (layer.backgroundBlurRadius > 0 &&
+                layer.backgroundBlurRadius < mBlurFilter->getMaxCrossFadeRadius()) {
+                requiresCompositionLayer = true;
+            }
+            for (auto region : layer.blurRegions) {
+                if (region.blurRadius < mBlurFilter->getMaxCrossFadeRadius()) {
+                    requiresCompositionLayer = true;
+                }
+            }
+            if (requiresCompositionLayer) {
+                activeSurface = dstSurface->makeSurface(dstSurface->imageInfo());
+                canvas = mCapture->tryOffscreenCapture(activeSurface.get(), &offscreenCaptureState);
+                blurCompositionLayer = &layer;
+                break;
+            }
+        }
+    }
+
+    AutoSaveRestore surfaceAutoSaveRestore(canvas);
+    // Clear the entire canvas with a transparent black to prevent ghost images.
+    canvas->clear(SK_ColorTRANSPARENT);
+    initCanvas(canvas, display);
+
+    if (kPrintLayerSettings) {
+        logSettings(display);
+    }
+    for (const auto& layer : layers) {
+        ATRACE_FORMAT("DrawLayer: %s", layer.name.c_str());
+
+        if (kPrintLayerSettings) {
+            logSettings(layer);
+        }
+
+        sk_sp<SkImage> blurInput;
+        if (blurCompositionLayer == &layer) {
+            LOG_ALWAYS_FATAL_IF(activeSurface == dstSurface);
+            LOG_ALWAYS_FATAL_IF(canvas == dstCanvas);
+
+            // save a snapshot of the activeSurface to use as input to the blur shaders
+            blurInput = activeSurface->makeImageSnapshot();
+
+            // blit the offscreen framebuffer into the destination AHB, but only
+            // if there are blur regions. backgroundBlurRadius blurs the entire
+            // image below, so it can skip this step.
+            if (layer.blurRegions.size()) {
+                SkPaint paint;
+                paint.setBlendMode(SkBlendMode::kSrc);
+                if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
+                    uint64_t id = mCapture->endOffscreenCapture(&offscreenCaptureState);
+                    dstCanvas->drawAnnotation(SkRect::Make(dstCanvas->imageInfo().dimensions()),
+                                              String8::format("SurfaceID|%" PRId64, id).c_str(),
+                                              nullptr);
+                    dstCanvas->drawImage(blurInput, 0, 0, SkSamplingOptions(), &paint);
+                } else {
+                    activeSurface->draw(dstCanvas, 0, 0, SkSamplingOptions(), &paint);
+                }
+            }
+
+            // assign dstCanvas to canvas and ensure that the canvas state is up to date
+            canvas = dstCanvas;
+            surfaceAutoSaveRestore.replace(canvas);
+            initCanvas(canvas, display);
+
+            LOG_ALWAYS_FATAL_IF(activeSurface->getCanvas()->getSaveCount() !=
+                                dstSurface->getCanvas()->getSaveCount());
+            LOG_ALWAYS_FATAL_IF(activeSurface->getCanvas()->getTotalMatrix() !=
+                                dstSurface->getCanvas()->getTotalMatrix());
+
+            // assign dstSurface to activeSurface
+            activeSurface = dstSurface;
+        }
+
+        SkAutoCanvasRestore layerAutoSaveRestore(canvas, true);
+        if (CC_UNLIKELY(mCapture->isCaptureRunning())) {
+            // Record the name of the layer if the capture is running.
+            std::stringstream layerSettings;
+            PrintTo(layer, &layerSettings);
+            // Store the LayerSettings in additional information.
+            canvas->drawAnnotation(SkRect::MakeEmpty(), layer.name.c_str(),
+                                   SkData::MakeWithCString(layerSettings.str().c_str()));
+        }
+        // Layers have a local transform that should be applied to them
+        canvas->concat(getSkM44(layer.geometry.positionTransform).asM33());
+
+        const auto [bounds, roundRectClip] =
+                getBoundsAndClip(layer.geometry.boundaries, layer.geometry.roundedCornersCrop,
+                                 layer.geometry.roundedCornersRadius);
+        if (mBlurFilter && layerHasBlur(layer, ctModifiesAlpha)) {
+            std::unordered_map<uint32_t, sk_sp<SkImage>> cachedBlurs;
+
+            // if multiple layers have blur, then we need to take a snapshot now because
+            // only the lowest layer will have blurImage populated earlier
+            if (!blurInput) {
+                blurInput = activeSurface->makeImageSnapshot();
+            }
+            // rect to be blurred in the coordinate space of blurInput
+            const auto blurRect = canvas->getTotalMatrix().mapRect(bounds.rect());
+
+            // if the clip needs to be applied then apply it now and make sure
+            // it is restored before we attempt to draw any shadows.
+            SkAutoCanvasRestore acr(canvas, true);
+            if (!roundRectClip.isEmpty()) {
+                canvas->clipRRect(roundRectClip, true);
+            }
+
+            // TODO(b/182216890): Filter out empty layers earlier
+            if (blurRect.width() > 0 && blurRect.height() > 0) {
+                if (layer.backgroundBlurRadius > 0) {
+                    ATRACE_NAME("BackgroundBlur");
+                    auto blurredImage = mBlurFilter->generate(grContext, layer.backgroundBlurRadius,
+                                                              blurInput, blurRect);
+
+                    cachedBlurs[layer.backgroundBlurRadius] = blurredImage;
+
+                    mBlurFilter->drawBlurRegion(canvas, bounds, layer.backgroundBlurRadius, 1.0f,
+                                                blurRect, blurredImage, blurInput);
+                }
+
+                canvas->concat(getSkM44(layer.blurRegionTransform).asM33());
+                for (auto region : layer.blurRegions) {
+                    if (cachedBlurs[region.blurRadius] == nullptr) {
+                        ATRACE_NAME("BlurRegion");
+                        cachedBlurs[region.blurRadius] =
+                                mBlurFilter->generate(grContext, region.blurRadius, blurInput,
+                                                      blurRect);
+                    }
+
+                    mBlurFilter->drawBlurRegion(canvas, getBlurRRect(region), region.blurRadius,
+                                                region.alpha, blurRect,
+                                                cachedBlurs[region.blurRadius], blurInput);
+                }
+            }
+        }
+
+        if (layer.shadow.length > 0) {
+            // This would require a new parameter/flag to SkShadowUtils::DrawShadow
+            LOG_ALWAYS_FATAL_IF(layer.disableBlending, "Cannot disableBlending with a shadow");
+
+            SkRRect shadowBounds, shadowClip;
+            if (layer.geometry.boundaries == layer.shadow.boundaries) {
+                shadowBounds = bounds;
+                shadowClip = roundRectClip;
+            } else {
+                std::tie(shadowBounds, shadowClip) =
+                        getBoundsAndClip(layer.shadow.boundaries, layer.geometry.roundedCornersCrop,
+                                         layer.geometry.roundedCornersRadius);
+            }
+
+            // Technically, if bounds is a rect and roundRectClip is not empty,
+            // it means that the bounds and roundedCornersCrop were different
+            // enough that we should intersect them to find the proper shadow.
+            // In practice, this often happens when the two rectangles appear to
+            // not match due to rounding errors. Draw the rounded version, which
+            // looks more like the intent.
+            const auto& rrect =
+                    shadowBounds.isRect() && !shadowClip.isEmpty() ? shadowClip : shadowBounds;
+            drawShadow(canvas, rrect, layer.shadow);
+        }
+
+        const float layerDimmingRatio = layer.whitePointNits <= 0.f
+                ? displayDimmingRatio
+                : (layer.whitePointNits / maxLayerWhitePoint) * displayDimmingRatio;
+
+        const bool dimInLinearSpace = display.dimmingStage !=
+                aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF;
+
+        const bool requiresLinearEffect = layer.colorTransform != mat4() ||
+                (mUseColorManagement &&
+                 needsToneMapping(layer.sourceDataspace, display.outputDataspace)) ||
+                (dimInLinearSpace && !equalsWithinMargin(1.f, layerDimmingRatio));
+
+        // quick abort from drawing the remaining portion of the layer
+        if (layer.skipContentDraw ||
+            (layer.alpha == 0 && !requiresLinearEffect && !layer.disableBlending &&
+             (!displayColorTransform || displayColorTransform->isAlphaUnchanged()))) {
+            continue;
+        }
+
+        // If we need to map to linear space or color management is disabled, then mark the source
+        // image with the same colorspace as the destination surface so that Skia's color
+        // management is a no-op.
+        const ui::Dataspace layerDataspace = (!mUseColorManagement || requiresLinearEffect)
+                ? dstDataspace
+                : layer.sourceDataspace;
+
+        SkPaint paint;
+        if (layer.source.buffer.buffer) {
+            ATRACE_NAME("DrawImage");
+            validateInputBufferUsage(layer.source.buffer.buffer->getBuffer());
+            const auto& item = layer.source.buffer;
+            std::shared_ptr<AutoBackendTexture::LocalRef> imageTextureRef = nullptr;
+
+            if (const auto& iter = cache.find(item.buffer->getBuffer()->getId());
+                iter != cache.end()) {
+                imageTextureRef = iter->second;
+            } else {
+                // If we didn't find the image in the cache, then create a local ref but don't cache
+                // it. If we're using skia, we're guaranteed to run on a dedicated GPU thread so if
+                // we didn't find anything in the cache then we intentionally did not cache this
+                // buffer's resources.
+                imageTextureRef = std::make_shared<
+                        AutoBackendTexture::LocalRef>(grContext,
+                                                      item.buffer->getBuffer()->toAHardwareBuffer(),
+                                                      false, mTextureCleanupMgr);
+            }
+
+            // if the layer's buffer has a fence, then we must must respect the fence prior to using
+            // the buffer.
+            if (layer.source.buffer.fence != nullptr) {
+                waitFence(grContext, layer.source.buffer.fence->get());
+            }
+
+            // isOpaque means we need to ignore the alpha in the image,
+            // replacing it with the alpha specified by the LayerSettings. See
+            // https://developer.android.com/reference/android/view/SurfaceControl.Builder#setOpaque(boolean)
+            // The proper way to do this is to use an SkColorType that ignores
+            // alpha, like kRGB_888x_SkColorType, and that is used if the
+            // incoming image is kRGBA_8888_SkColorType. However, the incoming
+            // image may be kRGBA_F16_SkColorType, for which there is no RGBX
+            // SkColorType, or kRGBA_1010102_SkColorType, for which we have
+            // kRGB_101010x_SkColorType, but it is not yet supported as a source
+            // on the GPU. (Adding both is tracked in skbug.com/12048.) In the
+            // meantime, we'll use a workaround that works unless we need to do
+            // any color conversion. The workaround requires that we pretend the
+            // image is already premultiplied, so that we do not premultiply it
+            // before applying SkBlendMode::kPlus.
+            const bool useIsOpaqueWorkaround = item.isOpaque &&
+                    (imageTextureRef->colorType() == kRGBA_1010102_SkColorType ||
+                     imageTextureRef->colorType() == kRGBA_F16_SkColorType);
+            const auto alphaType = useIsOpaqueWorkaround ? kPremul_SkAlphaType
+                    : item.isOpaque                      ? kOpaque_SkAlphaType
+                    : item.usePremultipliedAlpha         ? kPremul_SkAlphaType
+                                                         : kUnpremul_SkAlphaType;
+            sk_sp<SkImage> image = imageTextureRef->makeImage(layerDataspace, alphaType, grContext);
+
+            auto texMatrix = getSkM44(item.textureTransform).asM33();
+            // textureTansform was intended to be passed directly into a shader, so when
+            // building the total matrix with the textureTransform we need to first
+            // normalize it, then apply the textureTransform, then scale back up.
+            texMatrix.preScale(1.0f / bounds.width(), 1.0f / bounds.height());
+            texMatrix.postScale(image->width(), image->height());
+
+            SkMatrix matrix;
+            if (!texMatrix.invert(&matrix)) {
+                matrix = texMatrix;
+            }
+            // The shader does not respect the translation, so we add it to the texture
+            // transform for the SkImage. This will make sure that the correct layer contents
+            // are drawn in the correct part of the screen.
+            matrix.postTranslate(bounds.rect().fLeft, bounds.rect().fTop);
+
+            sk_sp<SkShader> shader;
+
+            if (layer.source.buffer.useTextureFiltering) {
+                shader = image->makeShader(SkTileMode::kClamp, SkTileMode::kClamp,
+                                           SkSamplingOptions(
+                                                   {SkFilterMode::kLinear, SkMipmapMode::kNone}),
+                                           &matrix);
+            } else {
+                shader = image->makeShader(SkSamplingOptions(), matrix);
+            }
+
+            if (useIsOpaqueWorkaround) {
+                shader = SkShaders::Blend(SkBlendMode::kPlus, shader,
+                                          SkShaders::Color(SkColors::kBlack,
+                                                           toSkColorSpace(layerDataspace)));
+            }
+
+            paint.setShader(createRuntimeEffectShader(
+                    RuntimeEffectShaderParameters{.shader = shader,
+                                                  .layer = layer,
+                                                  .display = display,
+                                                  .undoPremultipliedAlpha = !item.isOpaque &&
+                                                          item.usePremultipliedAlpha,
+                                                  .requiresLinearEffect = requiresLinearEffect,
+                                                  .layerDimmingRatio = dimInLinearSpace
+                                                          ? layerDimmingRatio
+                                                          : 1.f}));
+
+            // Turn on dithering when dimming beyond this (arbitrary) threshold...
+            static constexpr float kDimmingThreshold = 0.2f;
+            // ...or we're rendering an HDR layer down to an 8-bit target
+            // Most HDR standards require at least 10-bits of color depth for source content, so we
+            // can just extract the transfer function rather than dig into precise gralloc layout.
+            // Furthermore, we can assume that the only 8-bit target we support is RGBA8888.
+            const bool requiresDownsample = isHdrDataspace(layer.sourceDataspace) &&
+                    buffer->getPixelFormat() == PIXEL_FORMAT_RGBA_8888;
+            if (layerDimmingRatio <= kDimmingThreshold || requiresDownsample) {
+                paint.setDither(true);
+            }
+            paint.setAlphaf(layer.alpha);
+
+            if (imageTextureRef->colorType() == kAlpha_8_SkColorType) {
+                LOG_ALWAYS_FATAL_IF(layer.disableBlending, "Cannot disableBlending with A8");
+
+                // SysUI creates the alpha layer as a coverage layer, which is
+                // appropriate for the DPU. Use a color matrix to convert it to
+                // a mask.
+                // TODO (b/219525258): Handle input as a mask.
+                //
+                // The color matrix will convert A8 pixels with no alpha to
+                // black, as described by this vector. If the display handles
+                // the color transform, we need to invert it to find the color
+                // that will result in black after the DPU applies the transform.
+                SkV4 black{0.0f, 0.0f, 0.0f, 1.0f}; // r, g, b, a
+                if (display.colorTransform != mat4() && display.deviceHandlesColorTransform) {
+                    SkM44 colorSpaceMatrix = getSkM44(display.colorTransform);
+                    if (colorSpaceMatrix.invert(&colorSpaceMatrix)) {
+                        black = colorSpaceMatrix * black;
+                    } else {
+                        // We'll just have to use 0,0,0 as black, which should
+                        // be close to correct.
+                        ALOGI("Could not invert colorTransform!");
+                    }
+                }
+                SkColorMatrix colorMatrix(0, 0, 0, 0, black[0],
+                                          0, 0, 0, 0, black[1],
+                                          0, 0, 0, 0, black[2],
+                                          0, 0, 0, -1, 1);
+                if (display.colorTransform != mat4() && !display.deviceHandlesColorTransform) {
+                    // On the other hand, if the device doesn't handle it, we
+                    // have to apply it ourselves.
+                    colorMatrix.postConcat(toSkColorMatrix(display.colorTransform));
+                }
+                paint.setColorFilter(SkColorFilters::Matrix(colorMatrix));
+            }
+        } else {
+            ATRACE_NAME("DrawColor");
+            const auto color = layer.source.solidColor;
+            sk_sp<SkShader> shader = SkShaders::Color(SkColor4f{.fR = color.r,
+                                                                .fG = color.g,
+                                                                .fB = color.b,
+                                                                .fA = layer.alpha},
+                                                      toSkColorSpace(layerDataspace));
+            paint.setShader(createRuntimeEffectShader(
+                    RuntimeEffectShaderParameters{.shader = shader,
+                                                  .layer = layer,
+                                                  .display = display,
+                                                  .undoPremultipliedAlpha = false,
+                                                  .requiresLinearEffect = requiresLinearEffect,
+                                                  .layerDimmingRatio = layerDimmingRatio}));
+        }
+
+        if (layer.disableBlending) {
+            paint.setBlendMode(SkBlendMode::kSrc);
+        }
+
+        // An A8 buffer will already have the proper color filter attached to
+        // its paint, including the displayColorTransform as needed.
+        if (!paint.getColorFilter()) {
+            if (!dimInLinearSpace && !equalsWithinMargin(1.0, layerDimmingRatio)) {
+                // If we don't dim in linear space, then when we gamma correct the dimming ratio we
+                // can assume a gamma 2.2 transfer function.
+                static constexpr float kInverseGamma22 = 1.f / 2.2f;
+                const auto gammaCorrectedDimmingRatio =
+                        std::pow(layerDimmingRatio, kInverseGamma22);
+                auto dimmingMatrix =
+                        mat4::scale(vec4(gammaCorrectedDimmingRatio, gammaCorrectedDimmingRatio,
+                                         gammaCorrectedDimmingRatio, 1.f));
+
+                const auto colorFilter =
+                        SkColorFilters::Matrix(toSkColorMatrix(std::move(dimmingMatrix)));
+                paint.setColorFilter(displayColorTransform
+                                             ? displayColorTransform->makeComposed(colorFilter)
+                                             : colorFilter);
+            } else {
+                paint.setColorFilter(displayColorTransform);
+            }
+        }
+
+        if (!roundRectClip.isEmpty()) {
+            canvas->clipRRect(roundRectClip, true);
+        }
+
+        if (!bounds.isRect()) {
+            paint.setAntiAlias(true);
+            canvas->drawRRect(bounds, paint);
+        } else {
+            canvas->drawRect(bounds.rect(), paint);
+        }
+        if (kFlushAfterEveryLayer) {
+            ATRACE_NAME("flush surface");
+            activeSurface->flush();
+        }
+    }
+    for (const auto& borderRenderInfo : display.borderInfoList) {
+        SkPaint p;
+        p.setColor(SkColor4f{borderRenderInfo.color.r, borderRenderInfo.color.g,
+                             borderRenderInfo.color.b, borderRenderInfo.color.a});
+        p.setAntiAlias(true);
+        p.setStyle(SkPaint::kStroke_Style);
+        p.setStrokeWidth(borderRenderInfo.width);
+        SkRegion sk_region;
+        SkPath path;
+
+        // Construct a final SkRegion using Regions
+        for (const auto& r : borderRenderInfo.combinedRegion) {
+            sk_region.op({r.left, r.top, r.right, r.bottom}, SkRegion::kUnion_Op);
+        }
+
+        sk_region.getBoundaryPath(&path);
+        canvas->drawPath(path, p);
+        path.close();
+    }
+
+    surfaceAutoSaveRestore.restore();
+    mCapture->endCapture();
+    {
+        ATRACE_NAME("flush surface");
+        LOG_ALWAYS_FATAL_IF(activeSurface != dstSurface);
+        activeSurface->flush();
+    }
+
+    base::unique_fd drawFence = flushAndSubmit(grContext);
+    resultPromise->set_value({NO_ERROR, std::move(drawFence)});
+    return;
+}
+
+size_t SkiaRenderEngine::getMaxTextureSize() const {
+    return mGrContext->maxTextureSize();
+}
+
+size_t SkiaRenderEngine::getMaxViewportDims() const {
+    return mGrContext->maxRenderTargetSize();
+}
+
+void SkiaRenderEngine::drawShadow(SkCanvas* canvas,
+                                  const SkRRect& casterRRect,
+                                  const ShadowSettings& settings) {
+    ATRACE_CALL();
+    const float casterZ = settings.length / 2.0f;
+    const auto flags =
+            settings.casterIsTranslucent ? kTransparentOccluder_ShadowFlag : kNone_ShadowFlag;
+
+    SkShadowUtils::DrawShadow(canvas, SkPath::RRect(casterRRect), SkPoint3::Make(0, 0, casterZ),
+                              getSkPoint3(settings.lightPos), settings.lightRadius,
+                              getSkColor(settings.ambientColor), getSkColor(settings.spotColor),
+                              flags);
+}
+
+void SkiaRenderEngine::onActiveDisplaySizeChanged(ui::Size size) {
+    // This cache multiplier was selected based on review of cache sizes relative
+    // to the screen resolution. Looking at the worst case memory needed by blur (~1.5x),
+    // shadows (~1x), and general data structures (e.g. vertex buffers) we selected this as a
+    // conservative default based on that analysis.
+    const float SURFACE_SIZE_MULTIPLIER = 3.5f * bytesPerPixel(mDefaultPixelFormat);
+    const int maxResourceBytes = size.width * size.height * SURFACE_SIZE_MULTIPLIER;
+
+    // start by resizing the current context
+    getActiveGrContext()->setResourceCacheLimit(maxResourceBytes);
+
+    // if it is possible to switch contexts then we will resize the other context
+    const bool originalProtectedState = mInProtectedContext;
+    useProtectedContext(!mInProtectedContext);
+    if (mInProtectedContext != originalProtectedState) {
+        getActiveGrContext()->setResourceCacheLimit(maxResourceBytes);
+        // reset back to the initial context that was active when this method was called
+        useProtectedContext(originalProtectedState);
+    }
+}
+
+void SkiaRenderEngine::dump(std::string& result) {
+    // Dump for the specific backend (GLES or Vk)
+    appendBackendSpecificInfoToDump(result);
+
+    // Info about protected content
+    StringAppendF(&result, "RenderEngine supports protected context: %d\n",
+                  supportsProtectedContent());
+    StringAppendF(&result, "RenderEngine is in protected context: %d\n", mInProtectedContext);
+    StringAppendF(&result, "RenderEngine shaders cached since last dump/primeCache: %d\n",
+                  mSkSLCacheMonitor.shadersCachedSinceLastCall());
+
+    std::vector<ResourcePair> cpuResourceMap = {
+            {"skia/sk_resource_cache/bitmap_", "Bitmaps"},
+            {"skia/sk_resource_cache/rrect-blur_", "Masks"},
+            {"skia/sk_resource_cache/rects-blur_", "Masks"},
+            {"skia/sk_resource_cache/tessellated", "Shadows"},
+            {"skia", "Other"},
+    };
+    SkiaMemoryReporter cpuReporter(cpuResourceMap, false);
+    SkGraphics::DumpMemoryStatistics(&cpuReporter);
+    StringAppendF(&result, "Skia CPU Caches: ");
+    cpuReporter.logTotals(result);
+    cpuReporter.logOutput(result);
+
+    {
+        std::lock_guard<std::mutex> lock(mRenderingMutex);
+
+        std::vector<ResourcePair> gpuResourceMap = {
+                {"texture_renderbuffer", "Texture/RenderBuffer"},
+                {"texture", "Texture"},
+                {"gr_text_blob_cache", "Text"},
+                {"skia", "Other"},
+        };
+        SkiaMemoryReporter gpuReporter(gpuResourceMap, true);
+        mGrContext->dumpMemoryStatistics(&gpuReporter);
+        StringAppendF(&result, "Skia's GPU Caches: ");
+        gpuReporter.logTotals(result);
+        gpuReporter.logOutput(result);
+        StringAppendF(&result, "Skia's Wrapped Objects:\n");
+        gpuReporter.logOutput(result, true);
+
+        StringAppendF(&result, "RenderEngine tracked buffers: %zu\n",
+                      mGraphicBufferExternalRefs.size());
+        StringAppendF(&result, "Dumping buffer ids...\n");
+        for (const auto& [id, refCounts] : mGraphicBufferExternalRefs) {
+            StringAppendF(&result, "- 0x%" PRIx64 " - %d refs \n", id, refCounts);
+        }
+        StringAppendF(&result, "RenderEngine AHB/BackendTexture cache size: %zu\n",
+                      mTextureCache.size());
+        StringAppendF(&result, "Dumping buffer ids...\n");
+        // TODO(178539829): It would be nice to know which layer these are coming from and what
+        // the texture sizes are.
+        for (const auto& [id, unused] : mTextureCache) {
+            StringAppendF(&result, "- 0x%" PRIx64 "\n", id);
+        }
+        StringAppendF(&result, "\n");
+
+        SkiaMemoryReporter gpuProtectedReporter(gpuResourceMap, true);
+        if (mProtectedGrContext) {
+            mProtectedGrContext->dumpMemoryStatistics(&gpuProtectedReporter);
+        }
+        StringAppendF(&result, "Skia's GPU Protected Caches: ");
+        gpuProtectedReporter.logTotals(result);
+        gpuProtectedReporter.logOutput(result);
+        StringAppendF(&result, "Skia's Protected Wrapped Objects:\n");
+        gpuProtectedReporter.logOutput(result, true);
+
+        StringAppendF(&result, "\n");
+        StringAppendF(&result, "RenderEngine runtime effects: %zu\n", mRuntimeEffects.size());
+        for (const auto& [linearEffect, unused] : mRuntimeEffects) {
+            StringAppendF(&result, "- inputDataspace: %s\n",
+                          dataspaceDetails(
+                                  static_cast<android_dataspace>(linearEffect.inputDataspace))
+                                  .c_str());
+            StringAppendF(&result, "- outputDataspace: %s\n",
+                          dataspaceDetails(
+                                  static_cast<android_dataspace>(linearEffect.outputDataspace))
+                                  .c_str());
+            StringAppendF(&result, "undoPremultipliedAlpha: %s\n",
+                          linearEffect.undoPremultipliedAlpha ? "true" : "false");
+        }
+    }
+    StringAppendF(&result, "\n");
+}
+
 } // namespace skia
 } // namespace renderengine
 } // namespace android
diff --git a/libs/renderengine/skia/SkiaRenderEngine.h b/libs/renderengine/skia/SkiaRenderEngine.h
index 160a186..a5cd278 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.h
+++ b/libs/renderengine/skia/SkiaRenderEngine.h
@@ -20,6 +20,31 @@
 #include <renderengine/RenderEngine.h>
 #include <sys/types.h>
 
+#include <GrBackendSemaphore.h>
+#include <GrDirectContext.h>
+#include <SkSurface.h>
+#include <android-base/thread_annotations.h>
+#include <renderengine/ExternalTexture.h>
+#include <renderengine/RenderEngine.h>
+#include <sys/types.h>
+
+#include <mutex>
+#include <unordered_map>
+
+#include "AutoBackendTexture.h"
+#include "GrContextOptions.h"
+#include "SkImageInfo.h"
+#include "SkiaRenderEngine.h"
+#include "android-base/macros.h"
+#include "debug/SkiaCapture.h"
+#include "filters/BlurFilter.h"
+#include "filters/LinearEffect.h"
+#include "filters/StretchShaderFactory.h"
+
+class SkData;
+
+struct SkPoint3;
+
 namespace android {
 
 namespace renderengine {
@@ -31,35 +56,141 @@
 
 class BlurFilter;
 
-// TODO: Put common skia stuff here that can be shared between the GL & Vulkan backends
-// Currently mostly just handles all the no-op / missing APIs
 class SkiaRenderEngine : public RenderEngine {
 public:
     static std::unique_ptr<SkiaRenderEngine> create(const RenderEngineCreationArgs& args);
-    SkiaRenderEngine(RenderEngineType type);
-    ~SkiaRenderEngine() override {}
+    SkiaRenderEngine(RenderEngineType type,
+                     PixelFormat pixelFormat,
+                     bool useColorManagement,
+                     bool supportsBackgroundBlur);
+    ~SkiaRenderEngine() override;
 
-    virtual std::future<void> primeCache() override { return {}; };
-    virtual void genTextures(size_t /*count*/, uint32_t* /*names*/) override{};
-    virtual void deleteTextures(size_t /*count*/, uint32_t const* /*names*/) override{};
-    virtual bool isProtected() const override { return false; } // mInProtectedContext; }
-    virtual bool supportsProtectedContent() const override { return false; };
-    virtual int getContextPriority() override { return 0; }
-    virtual int reportShadersCompiled() { return 0; }
-    virtual void setEnableTracing(bool tracingEnabled) override;
+    std::future<void> primeCache() override final;
+    void cleanupPostRender() override final;
+    void cleanFramebufferCache() override final{ }
+    bool isProtected() const override final{ return mInProtectedContext; }
+    bool supportsBackgroundBlur() override final {
+        return mBlurFilter != nullptr;
+    }
+    void onActiveDisplaySizeChanged(ui::Size size) override final;
+    int reportShadersCompiled();
 
+    virtual void genTextures(size_t /*count*/, uint32_t* /*names*/) override final{};
+    virtual void deleteTextures(size_t /*count*/, uint32_t const* /*names*/) override final{};
+    virtual void setEnableTracing(bool tracingEnabled) override final;
+
+    void useProtectedContext(bool useProtectedContext) override;
+    bool supportsProtectedContent() const override {
+        return supportsProtectedContentImpl();
+    }
+    void ensureGrContextsCreated();
 protected:
-    virtual void mapExternalTextureBuffer(const sp<GraphicBuffer>& /*buffer*/,
-                                          bool /*isRenderable*/) override = 0;
-    virtual void unmapExternalTextureBuffer(const sp<GraphicBuffer>& /*buffer*/) override = 0;
+    // This is so backends can stop the generic rendering state first before
+    // cleaning up backend-specific state
+    void finishRenderingAndAbandonContext();
 
-    virtual void drawLayersInternal(
-            const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
-            const DisplaySettings& display, const std::vector<LayerSettings>& layers,
-            const std::shared_ptr<ExternalTexture>& buffer, const bool useFramebufferCache,
-            base::unique_fd&& bufferFence) override {
-        resultPromise->set_value({NO_ERROR, base::unique_fd()});
+    // Functions that a given backend (GLES, Vulkan) must implement
+    using Contexts = std::pair<sk_sp<GrDirectContext>, sk_sp<GrDirectContext>>;
+    virtual Contexts createDirectContexts(const GrContextOptions& options) = 0;
+    virtual bool supportsProtectedContentImpl() const = 0;
+    virtual bool useProtectedContextImpl(GrProtected isProtected) = 0;
+    virtual void waitFence(GrDirectContext* grContext, base::borrowed_fd fenceFd) = 0;
+    virtual base::unique_fd flushAndSubmit(GrDirectContext* context) = 0;
+    virtual void appendBackendSpecificInfoToDump(std::string& result) = 0;
+
+    size_t getMaxTextureSize() const override final;
+    size_t getMaxViewportDims() const override final;
+    GrDirectContext* getActiveGrContext();
+
+    // Implements PersistentCache as a way to monitor what SkSL shaders Skia has
+    // cached.
+    class SkSLCacheMonitor : public GrContextOptions::PersistentCache {
+    public:
+        SkSLCacheMonitor() = default;
+        ~SkSLCacheMonitor() override = default;
+
+        sk_sp<SkData> load(const SkData& key) override;
+
+        void store(const SkData& key, const SkData& data, const SkString& description) override;
+
+        int shadersCachedSinceLastCall() {
+            const int shadersCachedSinceLastCall = mShadersCachedSinceLastCall;
+            mShadersCachedSinceLastCall = 0;
+            return shadersCachedSinceLastCall;
+        }
+
+        int totalShadersCompiled() const { return mTotalShadersCompiled; }
+
+    private:
+        int mShadersCachedSinceLastCall = 0;
+        int mTotalShadersCompiled = 0;
     };
+
+private:
+    void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
+                                  bool isRenderable) override final;
+    void unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) override final;
+    bool canSkipPostRenderCleanup() const override final;
+
+    void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
+    void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
+                    const ShadowSettings& shadowSettings);
+    void drawLayersInternal(const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
+                            const DisplaySettings& display,
+                            const std::vector<LayerSettings>& layers,
+                            const std::shared_ptr<ExternalTexture>& buffer,
+                            const bool useFramebufferCache,
+                            base::unique_fd&& bufferFence) override final;
+
+    void dump(std::string& result) override final;
+
+    // If requiresLinearEffect is true or the layer has a stretchEffect a new shader is returned.
+    // Otherwise it returns the input shader.
+    struct RuntimeEffectShaderParameters {
+        sk_sp<SkShader> shader;
+        const LayerSettings& layer;
+        const DisplaySettings& display;
+        bool undoPremultipliedAlpha;
+        bool requiresLinearEffect;
+        float layerDimmingRatio;
+    };
+    sk_sp<SkShader> createRuntimeEffectShader(const RuntimeEffectShaderParameters&);
+
+    const PixelFormat mDefaultPixelFormat;
+    const bool mUseColorManagement;
+
+    // Identifier used for various mappings of layers to various
+    // textures or shaders
+    using GraphicBufferId = uint64_t;
+
+    // Number of external holders of ExternalTexture references, per GraphicBuffer ID.
+    std::unordered_map<GraphicBufferId, int32_t> mGraphicBufferExternalRefs
+            GUARDED_BY(mRenderingMutex);
+    // Cache of GL textures that we'll store per GraphicBuffer ID, shared between GPU contexts.
+    std::unordered_map<GraphicBufferId, std::shared_ptr<AutoBackendTexture::LocalRef>> mTextureCache
+            GUARDED_BY(mRenderingMutex);
+    std::unordered_map<shaders::LinearEffect, sk_sp<SkRuntimeEffect>, shaders::LinearEffectHasher>
+            mRuntimeEffects;
+    AutoBackendTexture::CleanupManager mTextureCleanupMgr GUARDED_BY(mRenderingMutex);
+
+    StretchShaderFactory mStretchShaderFactory;
+
+    sp<Fence> mLastDrawFence;
+    BlurFilter* mBlurFilter = nullptr;
+
+    // Object to capture commands send to Skia.
+    std::unique_ptr<SkiaCapture> mCapture;
+
+    // Mutex guarding rendering operations, so that internal state related to
+    // rendering that is potentially modified by multiple threads is guaranteed thread-safe.
+    mutable std::mutex mRenderingMutex;
+    SkSLCacheMonitor mSkSLCacheMonitor;
+
+    // Graphics context used for creating surfaces and submitting commands
+    sk_sp<GrDirectContext> mGrContext;
+    // Same as above, but for protected content (eg. DRM)
+    sk_sp<GrDirectContext> mProtectedGrContext;
+    bool mInProtectedContext = false;
 };
 
 } // namespace skia