surfaceflinger: add surface abstraction to RE

Add Surface to RenderEngine.  Unlike Texture or Mesh,

 - Surface assumes EGL
 - Surface manages an EGLSurface
 - Surface is in android::RE namespace

Test: builds
Change-Id: Id0ac0f5c19fc144ec7dd44c045fa920b97527362
diff --git a/services/surfaceflinger/RenderEngine/Surface.h b/services/surfaceflinger/RenderEngine/Surface.h
new file mode 100644
index 0000000..8b10be9
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/Surface.h
@@ -0,0 +1,73 @@
+/*
+ * Copyright 2017 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 <cstdint>
+
+#include <EGL/egl.h>
+
+struct ANativeWindow;
+
+namespace android {
+
+class RenderEngine;
+
+namespace RE {
+
+class Surface {
+public:
+    Surface(const RenderEngine& engine);
+    ~Surface();
+
+    Surface(const Surface&) = delete;
+    Surface& operator=(const Surface&) = delete;
+
+    void setCritical(bool enable) { mCritical = enable; }
+    void setAsync(bool enable) { mAsync = enable; }
+
+    void setNativeWindow(ANativeWindow* window);
+    void swapBuffers() const;
+
+    int32_t queryRedSize() const;
+    int32_t queryGreenSize() const;
+    int32_t queryBlueSize() const;
+    int32_t queryAlphaSize() const;
+
+    int32_t queryWidth() const;
+    int32_t queryHeight() const;
+
+private:
+    EGLint queryConfig(EGLint attrib) const;
+    EGLint querySurface(EGLint attrib) const;
+
+    // methods internal to RenderEngine
+    friend class android::RenderEngine;
+    bool getAsync() const { return mAsync; }
+    EGLSurface getEGLSurface() const { return mEGLSurface; }
+
+    EGLDisplay mEGLDisplay;
+    EGLConfig mEGLConfig;
+
+    bool mCritical = false;
+    bool mAsync = false;
+
+    ANativeWindow* mWindow = nullptr;
+    EGLSurface mEGLSurface = EGL_NO_SURFACE;
+};
+
+} // namespace RE
+} // namespace android