[RenderEngine] Move RenderEngine to libs/renderengine

To do side-by-side comparison between readback buffer from hardware composer
and client target of RenderEngine, we need RenderEngine to be accessible in
VTS, which means RenderEngine should be part of VNDK. This patch moves
RenderEngine out of SurfaceFlinger to libs/renderengine.

BUG: 112585051
Test: build, flash, boot and do some display validation
Change-Id: Ib6b302eaad04c7cc6c5bae39b1d25b38be188d01
diff --git a/libs/renderengine/gl/GLES20RenderEngine.h b/libs/renderengine/gl/GLES20RenderEngine.h
new file mode 100644
index 0000000..6ea8523
--- /dev/null
+++ b/libs/renderengine/gl/GLES20RenderEngine.h
@@ -0,0 +1,163 @@
+/*
+ * Copyright 2013 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef SF_GLES20RENDERENGINE_H_
+#define SF_GLES20RENDERENGINE_H_
+
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES2/gl2.h>
+#include <renderengine/RenderEngine.h>
+#include <renderengine/private/Description.h>
+
+#define EGL_NO_CONFIG ((EGLConfig)0)
+
+namespace android {
+
+class String8;
+
+namespace renderengine {
+
+class Mesh;
+class Texture;
+
+namespace gl {
+
+class GLImage;
+class GLSurface;
+
+class GLES20RenderEngine : public impl::RenderEngine {
+public:
+    static std::unique_ptr<GLES20RenderEngine> create(int hwcFormat, uint32_t featureFlags);
+    static EGLConfig chooseEglConfig(EGLDisplay display, int format, bool logConfig);
+
+    GLES20RenderEngine(uint32_t featureFlags); // See RenderEngine::FeatureFlag
+    ~GLES20RenderEngine() override;
+
+    std::unique_ptr<Framebuffer> createFramebuffer() override;
+    std::unique_ptr<Surface> createSurface() override;
+    std::unique_ptr<Image> createImage() override;
+
+    void primeCache() const override;
+    bool isCurrent() const override;
+    bool setCurrentSurface(const Surface& surface) override;
+    void resetCurrentSurface() override;
+    base::unique_fd flush() override;
+    bool finish() override;
+    bool waitFence(base::unique_fd fenceFd) override;
+    void clearWithColor(float red, float green, float blue, float alpha) override;
+    void fillRegionWithColor(const Region& region, float red, float green, float blue,
+                             float alpha) override;
+    void setScissor(const Rect& region) override;
+    void disableScissor() override;
+    void genTextures(size_t count, uint32_t* names) override;
+    void deleteTextures(size_t count, uint32_t const* names) override;
+    void bindExternalTextureImage(uint32_t texName, const Image& image) override;
+    status_t bindFrameBuffer(Framebuffer* framebuffer) override;
+    void unbindFrameBuffer(Framebuffer* framebuffer) override;
+    void checkErrors() const override;
+
+    status_t drawLayers(const DisplaySettings& settings, const std::vector<LayerSettings>& layers,
+                        ANativeWindowBuffer* const buffer,
+                        base::unique_fd* displayFence) const override;
+
+    // internal to RenderEngine
+    EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
+    EGLConfig getEGLConfig() const { return mEGLConfig; }
+
+protected:
+    void dump(String8& result) override;
+    void setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
+                                  ui::Transform::orientation_flags rotation) override;
+    void setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
+                            const half4& color) override;
+    void setupLayerTexturing(const Texture& texture) override;
+    void setupLayerBlackedOut() override;
+    void setupFillWithColor(float r, float g, float b, float a) override;
+    void setColorTransform(const mat4& colorTransform) override;
+    void disableTexturing() override;
+    void disableBlending() override;
+
+    // HDR and color management related functions and state
+    void setSourceY410BT2020(bool enable) override;
+    void setSourceDataSpace(ui::Dataspace source) override;
+    void setOutputDataSpace(ui::Dataspace dataspace) override;
+    void setDisplayMaxLuminance(const float maxLuminance) override;
+
+    // drawing
+    void drawMesh(const Mesh& mesh) override;
+
+    size_t getMaxTextureSize() const override;
+    size_t getMaxViewportDims() const override;
+
+private:
+    enum GlesVersion {
+        GLES_VERSION_1_0 = 0x10000,
+        GLES_VERSION_1_1 = 0x10001,
+        GLES_VERSION_2_0 = 0x20000,
+        GLES_VERSION_3_0 = 0x30000,
+    };
+
+    static GlesVersion parseGlesVersion(const char* str);
+
+    // A data space is considered HDR data space if it has BT2020 color space
+    // with PQ or HLG transfer function.
+    bool isHdrDataSpace(const ui::Dataspace dataSpace) const;
+    bool needsXYZTransformMatrix() const;
+    void setEGLHandles(EGLDisplay display, EGLConfig config, EGLContext ctxt);
+
+    EGLDisplay mEGLDisplay;
+    EGLConfig mEGLConfig;
+    EGLContext mEGLContext;
+    GLuint mProtectedTexName;
+    GLint mMaxViewportDims[2];
+    GLint mMaxTextureSize;
+    GLuint mVpWidth;
+    GLuint mVpHeight;
+    Description mState;
+
+    mat4 mSrgbToDisplayP3;
+    mat4 mDisplayP3ToSrgb;
+    mat4 mSrgbToXyz;
+    mat4 mBt2020ToXyz;
+    mat4 mDisplayP3ToXyz;
+    mat4 mXyzToSrgb;
+    mat4 mXyzToDisplayP3;
+    mat4 mXyzToBt2020;
+
+    bool mRenderToFbo = false;
+    int32_t mSurfaceHeight = 0;
+    int32_t mFboHeight = 0;
+
+    // Current dataspace of layer being rendered
+    ui::Dataspace mDataSpace = ui::Dataspace::UNKNOWN;
+
+    // Current output dataspace of the render engine
+    ui::Dataspace mOutputDataSpace = ui::Dataspace::UNKNOWN;
+
+    // Whether device supports color management, currently color management
+    // supports sRGB, DisplayP3 color spaces.
+    const bool mUseColorManagement = false;
+};
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android
+
+#endif /* SF_GLES20RENDERENGINE_H_ */