blast: Queue transactions by applying client

Do not update SurfaceFlinger until all the fences in a transaction
have signaled. While waiting on the fences, place the transaction
in a queue with other transactions that were applied by the
same SurfaceComposerClient.

Test: Transaction_test
Bug: 80477568

Change-Id: I6b866bfa955d5eafef28016a0c5de7c3862f1837
diff --git a/services/surfaceflinger/tests/BufferGeneratorShader.h b/services/surfaceflinger/tests/BufferGeneratorShader.h
new file mode 100644
index 0000000..564cda3
--- /dev/null
+++ b/services/surfaceflinger/tests/BufferGeneratorShader.h
@@ -0,0 +1,355 @@
+/*
+ * Copyright 2018 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.
+ */
+
+#pragma once
+
+#include <GLES3/gl3.h>
+#include <math/vec2.h>
+#include <math/vec3.h>
+#include <math/vec4.h>
+
+static const char* VERTEX_SHADER = R"SHADER__(#version 300 es
+precision highp float;
+
+layout(location = 0) in vec4 mesh_position;
+
+void main() {
+    gl_Position = mesh_position;
+}
+)SHADER__";
+
+static const char* FRAGMENT_SHADER = R"SHADER__(#version 300 es
+precision highp float;
+
+layout(location = 0) uniform vec4 resolution;
+layout(location = 1) uniform float time;
+layout(location = 2) uniform vec3[4] SPHERICAL_HARMONICS;
+
+layout(location = 0) out vec4 fragColor;
+
+#define saturate(x) clamp(x, 0.0, 1.0)
+#define PI 3.14159265359
+
+//------------------------------------------------------------------------------
+// Distance field functions
+//------------------------------------------------------------------------------
+
+float sdPlane(in vec3 p) {
+    return p.y;
+}
+
+float sdSphere(in vec3 p, float s) {
+    return length(p) - s;
+}
+
+float sdTorus(in vec3 p, in vec2 t) {
+    return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
+}
+
+vec2 opUnion(vec2 d1, vec2 d2) {
+    return d1.x < d2.x ? d1 : d2;
+}
+
+vec2 scene(in vec3 position) {
+    vec2 scene = opUnion(
+          vec2(sdPlane(position), 1.0),
+          vec2(sdSphere(position - vec3(0.0, 0.4, 0.0), 0.4), 12.0)
+    );
+    return scene;
+}
+
+//------------------------------------------------------------------------------
+// Ray casting
+//------------------------------------------------------------------------------
+
+float shadow(in vec3 origin, in vec3 direction, in float tmin, in float tmax) {
+    float hit = 1.0;
+
+    for (float t = tmin; t < tmax; ) {
+        float h = scene(origin + direction * t).x;
+        if (h < 0.001) return 0.0;
+        t += h;
+        hit = min(hit, 10.0 * h / t);
+    }
+
+    return clamp(hit, 0.0, 1.0);
+}
+
+vec2 traceRay(in vec3 origin, in vec3 direction) {
+    float tmin = 0.02;
+    float tmax = 20.0;
+
+    float material = -1.0;
+    float t = tmin;
+
+    for ( ; t < tmax; ) {
+        vec2 hit = scene(origin + direction * t);
+        if (hit.x < 0.002 || t > tmax) break;
+        t += hit.x;
+        material = hit.y;
+    }
+
+    if (t > tmax) {
+        material = -1.0;
+    }
+
+    return vec2(t, material);
+}
+
+vec3 normal(in vec3 position) {
+    vec3 epsilon = vec3(0.001, 0.0, 0.0);
+    vec3 n = vec3(
+          scene(position + epsilon.xyy).x - scene(position - epsilon.xyy).x,
+          scene(position + epsilon.yxy).x - scene(position - epsilon.yxy).x,
+          scene(position + epsilon.yyx).x - scene(position - epsilon.yyx).x);
+    return normalize(n);
+}
+
+//------------------------------------------------------------------------------
+// BRDF
+//------------------------------------------------------------------------------
+
+float pow5(float x) {
+    float x2 = x * x;
+    return x2 * x2 * x;
+}
+
+float D_GGX(float linearRoughness, float NoH, const vec3 h) {
+    // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
+    float oneMinusNoHSquared = 1.0 - NoH * NoH;
+    float a = NoH * linearRoughness;
+    float k = linearRoughness / (oneMinusNoHSquared + a * a);
+    float d = k * k * (1.0 / PI);
+    return d;
+}
+
+float V_SmithGGXCorrelated(float linearRoughness, float NoV, float NoL) {
+    // Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
+    float a2 = linearRoughness * linearRoughness;
+    float GGXV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
+    float GGXL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
+    return 0.5 / (GGXV + GGXL);
+}
+
+vec3 F_Schlick(const vec3 f0, float VoH) {
+    // Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
+    return f0 + (vec3(1.0) - f0) * pow5(1.0 - VoH);
+}
+
+float F_Schlick(float f0, float f90, float VoH) {
+    return f0 + (f90 - f0) * pow5(1.0 - VoH);
+}
+
+float Fd_Burley(float linearRoughness, float NoV, float NoL, float LoH) {
+    // Burley 2012, "Physically-Based Shading at Disney"
+    float f90 = 0.5 + 2.0 * linearRoughness * LoH * LoH;
+    float lightScatter = F_Schlick(1.0, f90, NoL);
+    float viewScatter  = F_Schlick(1.0, f90, NoV);
+    return lightScatter * viewScatter * (1.0 / PI);
+}
+
+float Fd_Lambert() {
+    return 1.0 / PI;
+}
+
+//------------------------------------------------------------------------------
+// Indirect lighting
+//------------------------------------------------------------------------------
+
+vec3 Irradiance_SphericalHarmonics(const vec3 n) {
+    return max(
+          SPHERICAL_HARMONICS[0]
+        + SPHERICAL_HARMONICS[1] * (n.y)
+        + SPHERICAL_HARMONICS[2] * (n.z)
+        + SPHERICAL_HARMONICS[3] * (n.x)
+        , 0.0);
+}
+
+vec2 PrefilteredDFG_Karis(float roughness, float NoV) {
+    // Karis 2014, "Physically Based Material on Mobile"
+    const vec4 c0 = vec4(-1.0, -0.0275, -0.572,  0.022);
+    const vec4 c1 = vec4( 1.0,  0.0425,  1.040, -0.040);
+
+    vec4 r = roughness * c0 + c1;
+    float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
+
+    return vec2(-1.04, 1.04) * a004 + r.zw;
+}
+
+//------------------------------------------------------------------------------
+// Tone mapping and transfer functions
+//------------------------------------------------------------------------------
+
+vec3 Tonemap_ACES(const vec3 x) {
+    // Narkowicz 2015, "ACES Filmic Tone Mapping Curve"
+    const float a = 2.51;
+    const float b = 0.03;
+    const float c = 2.43;
+    const float d = 0.59;
+    const float e = 0.14;
+    return (x * (a * x + b)) / (x * (c * x + d) + e);
+}
+
+vec3 OECF_sRGBFast(const vec3 linear) {
+    return pow(linear, vec3(1.0 / 2.2));
+}
+
+//------------------------------------------------------------------------------
+// Rendering
+//------------------------------------------------------------------------------
+
+vec3 render(in vec3 origin, in vec3 direction, out float distance) {
+    // Sky gradient
+    vec3 color = vec3(0.65, 0.85, 1.0) + direction.y * 0.72;
+
+    // (distance, material)
+    vec2 hit = traceRay(origin, direction);
+    distance = hit.x;
+    float material = hit.y;
+
+    // We've hit something in the scene
+    if (material > 0.0) {
+        vec3 position = origin + distance * direction;
+
+        vec3 v = normalize(-direction);
+        vec3 n = normal(position);
+        vec3 l = normalize(vec3(0.6, 0.7, -0.7));
+        vec3 h = normalize(v + l);
+        vec3 r = normalize(reflect(direction, n));
+
+        float NoV = abs(dot(n, v)) + 1e-5;
+        float NoL = saturate(dot(n, l));
+        float NoH = saturate(dot(n, h));
+        float LoH = saturate(dot(l, h));
+
+        vec3 baseColor = vec3(0.0);
+        float roughness = 0.0;
+        float metallic = 0.0;
+
+        float intensity = 2.0;
+        float indirectIntensity = 0.64;
+
+        if (material < 4.0)  {
+            // Checkerboard floor
+            float f = mod(floor(6.0 * position.z) + floor(6.0 * position.x), 2.0);
+            baseColor = 0.4 + f * vec3(0.6);
+            roughness = 0.1;
+        } else if (material < 16.0) {
+            // Metallic objects
+            baseColor = vec3(0.3, 0.0, 0.0);
+            roughness = 0.2;
+        }
+
+        float linearRoughness = roughness * roughness;
+        vec3 diffuseColor = (1.0 - metallic) * baseColor.rgb;
+        vec3 f0 = 0.04 * (1.0 - metallic) + baseColor.rgb * metallic;
+
+        float attenuation = shadow(position, l, 0.02, 2.5);
+
+        // specular BRDF
+        float D = D_GGX(linearRoughness, NoH, h);
+        float V = V_SmithGGXCorrelated(linearRoughness, NoV, NoL);
+        vec3  F = F_Schlick(f0, LoH);
+        vec3 Fr = (D * V) * F;
+
+        // diffuse BRDF
+        vec3 Fd = diffuseColor * Fd_Burley(linearRoughness, NoV, NoL, LoH);
+
+        color = Fd + Fr;
+        color *= (intensity * attenuation * NoL) * vec3(0.98, 0.92, 0.89);
+
+        // diffuse indirect
+        vec3 indirectDiffuse = Irradiance_SphericalHarmonics(n) * Fd_Lambert();
+
+        vec2 indirectHit = traceRay(position, r);
+        vec3 indirectSpecular = vec3(0.65, 0.85, 1.0) + r.y * 0.72;
+        if (indirectHit.y > 0.0) {
+            if (indirectHit.y < 4.0)  {
+                vec3 indirectPosition = position + indirectHit.x * r;
+                // Checkerboard floor
+                float f = mod(floor(6.0 * indirectPosition.z) + floor(6.0 * indirectPosition.x), 2.0);
+                indirectSpecular = 0.4 + f * vec3(0.6);
+            } else if (indirectHit.y < 16.0) {
+                // Metallic objects
+                indirectSpecular = vec3(0.3, 0.0, 0.0);
+            }
+        }
+
+        // indirect contribution
+        vec2 dfg = PrefilteredDFG_Karis(roughness, NoV);
+        vec3 specularColor = f0 * dfg.x + dfg.y;
+        vec3 ibl = diffuseColor * indirectDiffuse + indirectSpecular * specularColor;
+
+        color += ibl * indirectIntensity;
+    }
+
+    return color;
+}
+
+//------------------------------------------------------------------------------
+// Setup and execution
+//------------------------------------------------------------------------------
+
+mat3 setCamera(in vec3 origin, in vec3 target, float rotation) {
+    vec3 forward = normalize(target - origin);
+    vec3 orientation = vec3(sin(rotation), cos(rotation), 0.0);
+    vec3 left = normalize(cross(forward, orientation));
+    vec3 up = normalize(cross(left, forward));
+    return mat3(left, up, forward);
+}
+
+void main() {
+    // Normalized coordinates
+    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
+    // Aspect ratio
+    p.x *= resolution.x / resolution.y;
+
+    // Camera position and "look at"
+    vec3 origin = vec3(0.0, 1.0, 0.0);
+    vec3 target = vec3(0.0);
+
+    origin.x += 2.0 * cos(time * 0.2);
+    origin.z += 2.0 * sin(time * 0.2);
+
+    mat3 toWorld = setCamera(origin, target, 0.0);
+    vec3 direction = toWorld * normalize(vec3(p.xy, 2.0));
+
+    // Render scene
+    float distance;
+    vec3 color = render(origin, direction, distance);
+
+    // Tone mapping
+    color = Tonemap_ACES(color);
+
+    // Exponential distance fog
+    color = mix(color, 0.8 * vec3(0.7, 0.8, 1.0), 1.0 - exp2(-0.011 * distance * distance));
+
+    // Gamma compression
+    color = OECF_sRGBFast(color);
+
+    fragColor = vec4(color, 1.0);
+}
+)SHADER__";
+
+static const android::vec3 SPHERICAL_HARMONICS[4] =
+        {{0.754554516862612, 0.748542953903366, 0.790921515418539},
+         {-0.083856548007422, 0.092533500963210, 0.322764661032516},
+         {0.308152705331738, 0.366796330467391, 0.466698181299906},
+         {-0.188884931542396, -0.277402551592231, -0.377844212327557}};
+
+static const android::vec4 TRIANGLE[3] = {{-1.0f, -1.0f, 1.0f, 1.0f},
+                                          {3.0f, -1.0f, 1.0f, 1.0f},
+                                          {-1.0f, 3.0f, 1.0f, 1.0f}};