[RenderEngine] Organize RenderEngine directory.

This patch:
1. adds proper namespace renderengine to all RenderEngine code,
   and namespace gl to all GLES related code
2. creates gl/ directory for GLES backend code
3. Reorder include header files, remove unused header files.

BUG: 112585051
Test: Build, flash, run display validation
Change-Id: I81f0b8831213607cde08562958f7c38ddaf4c9e6
diff --git a/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp
new file mode 100644
index 0000000..e0f1850
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp
@@ -0,0 +1,468 @@
+/*
+ * 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.
+ */
+
+//#define LOG_NDEBUG 0
+#undef LOG_TAG
+#define LOG_TAG "RenderEngine"
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "GLES20RenderEngine.h"
+
+#include <math.h>
+#include <fstream>
+#include <sstream>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <cutils/compiler.h>
+#include <renderengine/Mesh.h>
+#include <renderengine/Texture.h>
+#include <renderengine/private/Description.h>
+#include <ui/ColorSpace.h>
+#include <ui/DebugUtils.h>
+#include <ui/Rect.h>
+#include <utils/String8.h>
+#include <utils/Trace.h>
+#include "Program.h"
+#include "ProgramCache.h"
+
+bool checkGlError(const char* op, int lineNumber) {
+    bool errorFound = false;
+    GLint error = glGetError();
+    while (error != GL_NO_ERROR) {
+        errorFound = true;
+        error = glGetError();
+        ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error);
+    }
+    return errorFound;
+}
+
+static constexpr bool outputDebugPPMs = false;
+
+void writePPM(const char* basename, GLuint width, GLuint height) {
+    ALOGV("writePPM #%s: %d x %d", basename, width, height);
+
+    std::vector<GLubyte> pixels(width * height * 4);
+    std::vector<GLubyte> outBuffer(width * height * 3);
+
+    // TODO(courtneygo): We can now have float formats, need
+    // to remove this code or update to support.
+    // Make returned pixels fit in uint32_t, one byte per component
+    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    if (checkGlError(__FUNCTION__, __LINE__)) {
+        return;
+    }
+
+    std::string filename(basename);
+    filename.append(".ppm");
+    std::ofstream file(filename.c_str(), std::ios::binary);
+    if (!file.is_open()) {
+        ALOGE("Unable to open file: %s", filename.c_str());
+        ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
+              "surfaceflinger to write debug images");
+        return;
+    }
+
+    file << "P6\n";
+    file << width << "\n";
+    file << height << "\n";
+    file << 255 << "\n";
+
+    auto ptr = reinterpret_cast<char*>(pixels.data());
+    auto outPtr = reinterpret_cast<char*>(outBuffer.data());
+    for (int y = height - 1; y >= 0; y--) {
+        char* data = ptr + y * width * sizeof(uint32_t);
+
+        for (GLuint x = 0; x < width; x++) {
+            // Only copy R, G and B components
+            outPtr[0] = data[0];
+            outPtr[1] = data[1];
+            outPtr[2] = data[2];
+            data += sizeof(uint32_t);
+            outPtr += 3;
+        }
+    }
+    file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
+}
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+using ui::Dataspace;
+
+GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags)
+      : RenderEngine(featureFlags),
+        mVpWidth(0),
+        mVpHeight(0),
+        mUseColorManagement(featureFlags & USE_COLOR_MANAGEMENT) {
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
+    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
+
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+    glPixelStorei(GL_PACK_ALIGNMENT, 4);
+
+    const uint16_t protTexData[] = {0};
+    glGenTextures(1, &mProtectedTexName);
+    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
+
+    // mColorBlindnessCorrection = M;
+
+    if (mUseColorManagement) {
+        ColorSpace srgb(ColorSpace::sRGB());
+        ColorSpace displayP3(ColorSpace::DisplayP3());
+        ColorSpace bt2020(ColorSpace::BT2020());
+
+        // Compute sRGB to Display P3 transform matrix.
+        // NOTE: For now, we are limiting output wide color space support to
+        // Display-P3 only.
+        mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform());
+
+        // Compute Display P3 to sRGB transform matrix.
+        mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform());
+
+        // no chromatic adaptation needed since all color spaces use D65 for their white points.
+        mSrgbToXyz = srgb.getRGBtoXYZ();
+        mDisplayP3ToXyz = displayP3.getRGBtoXYZ();
+        mBt2020ToXyz = bt2020.getRGBtoXYZ();
+        mXyzToSrgb = mat4(srgb.getXYZtoRGB());
+        mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
+        mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
+    }
+}
+
+GLES20RenderEngine::~GLES20RenderEngine() {}
+
+size_t GLES20RenderEngine::getMaxTextureSize() const {
+    return mMaxTextureSize;
+}
+
+size_t GLES20RenderEngine::getMaxViewportDims() const {
+    return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
+}
+
+void GLES20RenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
+                                                  size_t hwh, bool yswap,
+                                                  ui::Transform::orientation_flags rotation) {
+    int32_t l = sourceCrop.left;
+    int32_t r = sourceCrop.right;
+
+    // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
+    int32_t t = hwh - sourceCrop.top;
+    int32_t b = hwh - sourceCrop.bottom;
+
+    mat4 m;
+    if (yswap) {
+        m = mat4::ortho(l, r, t, b, 0, 1);
+    } else {
+        m = mat4::ortho(l, r, b, t, 0, 1);
+    }
+
+    // Apply custom rotation to the projection.
+    float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
+    switch (rotation) {
+        case ui::Transform::ROT_0:
+            break;
+        case ui::Transform::ROT_90:
+            m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
+            break;
+        case ui::Transform::ROT_180:
+            m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
+            break;
+        case ui::Transform::ROT_270:
+            m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
+            break;
+        default:
+            break;
+    }
+
+    glViewport(0, 0, vpw, vph);
+    mState.setProjectionMatrix(m);
+    mVpWidth = vpw;
+    mVpHeight = vph;
+}
+
+void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque,
+                                            bool disableTexture, const half4& color) {
+    mState.setPremultipliedAlpha(premultipliedAlpha);
+    mState.setOpaque(opaque);
+    mState.setColor(color);
+
+    if (disableTexture) {
+        mState.disableTexture();
+    }
+
+    if (color.a < 1.0f || !opaque) {
+        glEnable(GL_BLEND);
+        glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    } else {
+        glDisable(GL_BLEND);
+    }
+}
+
+void GLES20RenderEngine::setSourceY410BT2020(bool enable) {
+    mState.setY410BT2020(enable);
+}
+
+void GLES20RenderEngine::setSourceDataSpace(Dataspace source) {
+    mDataSpace = source;
+}
+
+void GLES20RenderEngine::setOutputDataSpace(Dataspace dataspace) {
+    mOutputDataSpace = dataspace;
+}
+
+void GLES20RenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
+    mState.setDisplayMaxLuminance(maxLuminance);
+}
+
+void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
+    GLuint target = texture.getTextureTarget();
+    glBindTexture(target, texture.getTextureName());
+    GLenum filter = GL_NEAREST;
+    if (texture.getFiltering()) {
+        filter = GL_LINEAR;
+    }
+    glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+    glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
+
+    mState.setTexture(texture);
+}
+
+void GLES20RenderEngine::setupLayerBlackedOut() {
+    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+    Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
+    texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
+    mState.setTexture(texture);
+}
+
+void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
+    mState.setColorMatrix(colorTransform);
+}
+
+void GLES20RenderEngine::disableTexturing() {
+    mState.disableTexture();
+}
+
+void GLES20RenderEngine::disableBlending() {
+    glDisable(GL_BLEND);
+}
+
+void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName,
+                                                uint32_t* fbName, uint32_t* status) {
+    GLuint tname, name;
+    // turn our EGLImage into a texture
+    glGenTextures(1, &tname);
+    glBindTexture(GL_TEXTURE_2D, tname);
+    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
+
+    // create a Framebuffer Object to render into
+    glGenFramebuffers(1, &name);
+    glBindFramebuffer(GL_FRAMEBUFFER, name);
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
+
+    *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    *texName = tname;
+    *fbName = name;
+}
+
+void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+    glDeleteFramebuffers(1, &fbName);
+    glDeleteTextures(1, &texName);
+}
+
+void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
+    mState.setPremultipliedAlpha(true);
+    mState.setOpaque(false);
+    mState.setColor(half4(r, g, b, a));
+    mState.disableTexture();
+    glDisable(GL_BLEND);
+}
+
+void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
+    ATRACE_CALL();
+    if (mesh.getTexCoordsSize()) {
+        glEnableVertexAttribArray(Program::texCoords);
+        glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
+                              mesh.getByteStride(), mesh.getTexCoords());
+    }
+
+    glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
+                          mesh.getByteStride(), mesh.getPositions());
+
+    // By default, DISPLAY_P3 is the only supported wide color output. However,
+    // when HDR content is present, hardware composer may be able to handle
+    // BT2020 data space, in that case, the output data space is set to be
+    // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need
+    // to respect this and convert non-HDR content to HDR format.
+    if (mUseColorManagement) {
+        Description managedState = mState;
+        Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
+        Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+        Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace &
+                                                          Dataspace::STANDARD_MASK);
+        Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
+                                                          Dataspace::TRANSFER_MASK);
+        bool needsXYZConversion = needsXYZTransformMatrix();
+
+        if (needsXYZConversion) {
+            // The supported input color spaces are standard RGB, Display P3 and BT2020.
+            switch (inputStandard) {
+                case Dataspace::STANDARD_DCI_P3:
+                    managedState.setInputTransformMatrix(mDisplayP3ToXyz);
+                    break;
+                case Dataspace::STANDARD_BT2020:
+                    managedState.setInputTransformMatrix(mBt2020ToXyz);
+                    break;
+                default:
+                    managedState.setInputTransformMatrix(mSrgbToXyz);
+                    break;
+            }
+
+            // The supported output color spaces are BT2020, Display P3 and standard RGB.
+            switch (outputStandard) {
+                case Dataspace::STANDARD_BT2020:
+                    managedState.setOutputTransformMatrix(mXyzToBt2020);
+                    break;
+                case Dataspace::STANDARD_DCI_P3:
+                    managedState.setOutputTransformMatrix(mXyzToDisplayP3);
+                    break;
+                default:
+                    managedState.setOutputTransformMatrix(mXyzToSrgb);
+                    break;
+            }
+        } else if (inputStandard != outputStandard) {
+            // At this point, the input data space and output data space could be both
+            // HDR data spaces, but they match each other, we do nothing in this case.
+            // In addition to the case above, the input data space could be
+            // - scRGB linear
+            // - scRGB non-linear
+            // - sRGB
+            // - Display P3
+            // The output data spaces could be
+            // - sRGB
+            // - Display P3
+            if (outputStandard == Dataspace::STANDARD_BT709) {
+                managedState.setOutputTransformMatrix(mDisplayP3ToSrgb);
+            } else if (outputStandard == Dataspace::STANDARD_DCI_P3) {
+                managedState.setOutputTransformMatrix(mSrgbToDisplayP3);
+            }
+        }
+
+        // we need to convert the RGB value to linear space and convert it back when:
+        // - there is a color matrix that is not an identity matrix, or
+        // - there is an output transform matrix that is not an identity matrix, or
+        // - the input transfer function doesn't match the output transfer function.
+        if (managedState.hasColorMatrix() || managedState.hasOutputTransformMatrix() ||
+            inputTransfer != outputTransfer) {
+            switch (inputTransfer) {
+                case Dataspace::TRANSFER_ST2084:
+                    managedState.setInputTransferFunction(Description::TransferFunction::ST2084);
+                    break;
+                case Dataspace::TRANSFER_HLG:
+                    managedState.setInputTransferFunction(Description::TransferFunction::HLG);
+                    break;
+                case Dataspace::TRANSFER_LINEAR:
+                    managedState.setInputTransferFunction(Description::TransferFunction::LINEAR);
+                    break;
+                default:
+                    managedState.setInputTransferFunction(Description::TransferFunction::SRGB);
+                    break;
+            }
+
+            switch (outputTransfer) {
+                case Dataspace::TRANSFER_ST2084:
+                    managedState.setOutputTransferFunction(Description::TransferFunction::ST2084);
+                    break;
+                case Dataspace::TRANSFER_HLG:
+                    managedState.setOutputTransferFunction(Description::TransferFunction::HLG);
+                    break;
+                default:
+                    managedState.setOutputTransferFunction(Description::TransferFunction::SRGB);
+                    break;
+            }
+        }
+
+        ProgramCache::getInstance().useProgram(managedState);
+
+        glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+
+        if (outputDebugPPMs) {
+            static uint64_t managedColorFrameCount = 0;
+            std::ostringstream out;
+            out << "/data/texture_out" << managedColorFrameCount++;
+            writePPM(out.str().c_str(), mVpWidth, mVpHeight);
+        }
+    } else {
+        ProgramCache::getInstance().useProgram(mState);
+
+        glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+    }
+
+    if (mesh.getTexCoordsSize()) {
+        glDisableVertexAttribArray(Program::texCoords);
+    }
+}
+
+void GLES20RenderEngine::dump(String8& result) {
+    RenderEngine::dump(result);
+    result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n",
+                        dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
+                        dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
+}
+
+bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
+    const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK);
+    const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK);
+    return standard == Dataspace::STANDARD_BT2020 &&
+        (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG);
+}
+
+// For convenience, we want to convert the input color space to XYZ color space first,
+// and then convert from XYZ color space to output color space when
+// - SDR and HDR contents are mixed, either SDR content will be converted to HDR or
+//   HDR content will be tone-mapped to SDR; Or,
+// - there are HDR PQ and HLG contents presented at the same time, where we want to convert
+//   HLG content to PQ content.
+// In either case above, we need to operate the Y value in XYZ color space. Thus, when either
+// input data space or output data space is HDR data space, and the input transfer function
+// doesn't match the output transfer function, we would enable an intermediate transfrom to
+// XYZ color space.
+bool GLES20RenderEngine::needsXYZTransformMatrix() const {
+    const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace);
+    const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace);
+    const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+    const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
+                                                            Dataspace::TRANSFER_MASK);
+
+    return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer;
+}
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
+
+#if defined(__gl_h_)
+#error "don't include gl/gl.h in this file"
+#endif
diff --git a/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.h b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.h
new file mode 100644
index 0000000..c830184
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.h
@@ -0,0 +1,117 @@
+/*
+ * 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 <GLES2/gl2.h>
+#include <renderengine/RenderEngine.h>
+#include <renderengine/private/Description.h>
+
+namespace android {
+
+class String8;
+
+namespace renderengine {
+
+class Mesh;
+class Texture;
+
+namespace gl {
+
+class GLES20RenderEngine : public impl::RenderEngine {
+    GLuint mProtectedTexName;
+    GLint mMaxViewportDims[2];
+    GLint mMaxTextureSize;
+    GLuint mVpWidth;
+    GLuint mVpHeight;
+
+    struct Group {
+        GLuint texture;
+        GLuint fbo;
+        GLuint width;
+        GLuint height;
+        mat4 colorTransform;
+    };
+
+    Description mState;
+
+    virtual void bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName, uint32_t* fbName,
+                                        uint32_t* status);
+    virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName);
+
+public:
+    GLES20RenderEngine(uint32_t featureFlags); // See RenderEngine::FeatureFlag
+    virtual ~GLES20RenderEngine();
+
+protected:
+    virtual void dump(String8& result);
+    virtual void setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop, size_t hwh,
+                                          bool yswap, ui::Transform::orientation_flags rotation);
+    virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
+                                    const half4& color) override;
+
+    // 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;
+
+    virtual void setupLayerTexturing(const Texture& texture);
+    virtual void setupLayerBlackedOut();
+    virtual void setupFillWithColor(float r, float g, float b, float a);
+    virtual void setupColorTransform(const mat4& colorTransform);
+    virtual void disableTexturing();
+    virtual void disableBlending();
+
+    virtual void drawMesh(const Mesh& mesh);
+
+    virtual size_t getMaxTextureSize() const;
+    virtual size_t getMaxViewportDims() const;
+
+    // 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;
+    mat4 mSrgbToDisplayP3;
+    mat4 mDisplayP3ToSrgb;
+    mat3 mSrgbToXyz;
+    mat3 mBt2020ToXyz;
+    mat3 mDisplayP3ToXyz;
+    mat4 mXyzToSrgb;
+    mat4 mXyzToDisplayP3;
+    mat4 mXyzToBt2020;
+
+private:
+    // 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;
+};
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
+
+#endif /* SF_GLES20RENDERENGINE_H_ */
diff --git a/services/surfaceflinger/RenderEngine/gl/GLExtensions.cpp b/services/surfaceflinger/RenderEngine/gl/GLExtensions.cpp
new file mode 100644
index 0000000..6f50ea7
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/GLExtensions.cpp
@@ -0,0 +1,126 @@
+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "GLExtensions.h"
+
+#include <stdint.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+ANDROID_SINGLETON_STATIC_INSTANCE(android::renderengine::gl::GLExtensions)
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+SortedVector<String8> GLExtensions::parseExtensionString(char const* extensions) {
+    SortedVector<String8> list;
+
+    char const* curr = extensions;
+    char const* head = curr;
+    do {
+        head = strchr(curr, ' ');
+        String8 s(curr, head ? head - curr : strlen(curr));
+        if (s.length()) {
+            list.add(s);
+        }
+        curr = head + 1;
+    } while (head);
+
+    return list;
+}
+
+void GLExtensions::initWithGLStrings(GLubyte const* vendor, GLubyte const* renderer,
+                                     GLubyte const* version, GLubyte const* extensions) {
+    mVendor = (char const*)vendor;
+    mRenderer = (char const*)renderer;
+    mVersion = (char const*)version;
+    mExtensions = (char const*)extensions;
+    mExtensionList = parseExtensionString(mExtensions);
+}
+
+bool GLExtensions::hasExtension(char const* extension) const {
+    const String8 s(extension);
+    return mExtensionList.indexOf(s) >= 0;
+}
+
+char const* GLExtensions::getVendor() const {
+    return mVendor.string();
+}
+
+char const* GLExtensions::getRenderer() const {
+    return mRenderer.string();
+}
+
+char const* GLExtensions::getVersion() const {
+    return mVersion.string();
+}
+
+char const* GLExtensions::getExtensions() const {
+    return mExtensions.string();
+}
+
+void GLExtensions::initWithEGLStrings(char const* eglVersion, char const* eglExtensions) {
+    mEGLVersion = eglVersion;
+    mEGLExtensions = eglExtensions;
+    mEGLExtensionList = parseExtensionString(mEGLExtensions);
+
+    // EGL_ANDROIDX_no_config_context is an experimental extension with no
+    // written specification. It will be replaced by something more formal.
+    // SurfaceFlinger is using it to allow a single EGLContext to render to
+    // both a 16-bit primary display framebuffer and a 32-bit virtual display
+    // framebuffer.
+    //
+    // EGL_KHR_no_config_context is official extension to allow creating a
+    // context that works with any surface of a display.
+    if (hasEGLExtension("EGL_ANDROIDX_no_config_context") ||
+        hasEGLExtension("EGL_KHR_no_config_context")) {
+        mHasNoConfigContext = true;
+    }
+
+    if (hasEGLExtension("EGL_ANDROID_native_fence_sync")) {
+        mHasNativeFenceSync = true;
+    }
+    if (hasEGLExtension("EGL_KHR_fence_sync")) {
+        mHasFenceSync = true;
+    }
+    if (hasEGLExtension("EGL_KHR_wait_sync")) {
+        mHasWaitSync = true;
+    }
+    if (hasEGLExtension("EGL_EXT_protected_content")) {
+        mHasProtectedContent = true;
+    }
+    if (hasEGLExtension("EGL_IMG_context_priority")) {
+        mHasContextPriority = true;
+    }
+}
+
+char const* GLExtensions::getEGLVersion() const {
+    return mEGLVersion.string();
+}
+
+char const* GLExtensions::getEGLExtensions() const {
+    return mEGLExtensions.string();
+}
+
+bool GLExtensions::hasEGLExtension(char const* extension) const {
+    const String8 s(extension);
+    return mEGLExtensionList.indexOf(s) >= 0;
+}
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
diff --git a/services/surfaceflinger/RenderEngine/gl/GLExtensions.h b/services/surfaceflinger/RenderEngine/gl/GLExtensions.h
new file mode 100644
index 0000000..efdd8b7
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/GLExtensions.h
@@ -0,0 +1,89 @@
+/*
+ * Copyright (C) 2010 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 ANDROID_SF_GLEXTENSION_H
+#define ANDROID_SF_GLEXTENSION_H
+
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#include <utils/Singleton.h>
+#include <utils/SortedVector.h>
+#include <utils/String8.h>
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+class GLExtensions : public Singleton<GLExtensions> {
+    friend class Singleton<GLExtensions>;
+
+    bool mHasNoConfigContext = false;
+    bool mHasNativeFenceSync = false;
+    bool mHasFenceSync = false;
+    bool mHasWaitSync = false;
+    bool mHasProtectedContent = false;
+    bool mHasContextPriority = false;
+
+    String8 mVendor;
+    String8 mRenderer;
+    String8 mVersion;
+    String8 mExtensions;
+    SortedVector<String8> mExtensionList;
+
+    String8 mEGLVersion;
+    String8 mEGLExtensions;
+    SortedVector<String8> mEGLExtensionList;
+
+    static SortedVector<String8> parseExtensionString(char const* extensions);
+
+    GLExtensions(const GLExtensions&);
+    GLExtensions& operator=(const GLExtensions&);
+
+protected:
+    GLExtensions() = default;
+
+public:
+    bool hasNoConfigContext() const { return mHasNoConfigContext; }
+    bool hasNativeFenceSync() const { return mHasNativeFenceSync; }
+    bool hasFenceSync() const { return mHasFenceSync; }
+    bool hasWaitSync() const { return mHasWaitSync; }
+    bool hasProtectedContent() const { return mHasProtectedContent; }
+    bool hasContextPriority() const { return mHasContextPriority; }
+
+    void initWithGLStrings(GLubyte const* vendor, GLubyte const* renderer, GLubyte const* version,
+                           GLubyte const* extensions);
+    char const* getVendor() const;
+    char const* getRenderer() const;
+    char const* getVersion() const;
+    char const* getExtensions() const;
+    bool hasExtension(char const* extension) const;
+
+    void initWithEGLStrings(char const* eglVersion, char const* eglExtensions);
+    char const* getEGLVersion() const;
+    char const* getEGLExtensions() const;
+    bool hasEGLExtension(char const* extension) const;
+};
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
+
+#endif // ANDROID_SF_GLEXTENSION_H
diff --git a/services/surfaceflinger/RenderEngine/gl/Program.cpp b/services/surfaceflinger/RenderEngine/gl/Program.cpp
new file mode 100644
index 0000000..4d6839b
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/Program.cpp
@@ -0,0 +1,159 @@
+/*Gluint
+ * 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.
+ */
+
+#include "Program.h"
+
+#include <stdint.h>
+
+#include <log/log.h>
+#include <math/mat4.h>
+#include <renderengine/private/Description.h>
+#include <utils/String8.h>
+#include "ProgramCache.h"
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment)
+      : mInitialized(false) {
+    GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
+    GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
+    GLuint programId = glCreateProgram();
+    glAttachShader(programId, vertexId);
+    glAttachShader(programId, fragmentId);
+    glBindAttribLocation(programId, position, "position");
+    glBindAttribLocation(programId, texCoords, "texCoords");
+    glLinkProgram(programId);
+
+    GLint status;
+    glGetProgramiv(programId, GL_LINK_STATUS, &status);
+    if (status != GL_TRUE) {
+        ALOGE("Error while linking shaders:");
+        GLint infoLen = 0;
+        glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
+        if (infoLen > 1) {
+            GLchar log[infoLen];
+            glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
+            ALOGE("%s", log);
+        }
+        glDetachShader(programId, vertexId);
+        glDetachShader(programId, fragmentId);
+        glDeleteShader(vertexId);
+        glDeleteShader(fragmentId);
+        glDeleteProgram(programId);
+    } else {
+        mProgram = programId;
+        mVertexShader = vertexId;
+        mFragmentShader = fragmentId;
+        mInitialized = true;
+        mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
+        mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
+        mSamplerLoc = glGetUniformLocation(programId, "sampler");
+        mColorLoc = glGetUniformLocation(programId, "color");
+        mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
+        mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
+        mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
+
+        // set-up the default values for our uniforms
+        glUseProgram(programId);
+        glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
+        glEnableVertexAttribArray(0);
+    }
+}
+
+Program::~Program() {}
+
+bool Program::isValid() const {
+    return mInitialized;
+}
+
+void Program::use() {
+    glUseProgram(mProgram);
+}
+
+GLuint Program::getAttrib(const char* name) const {
+    // TODO: maybe use a local cache
+    return glGetAttribLocation(mProgram, name);
+}
+
+GLint Program::getUniform(const char* name) const {
+    // TODO: maybe use a local cache
+    return glGetUniformLocation(mProgram, name);
+}
+
+GLuint Program::buildShader(const char* source, GLenum type) {
+    GLuint shader = glCreateShader(type);
+    glShaderSource(shader, 1, &source, 0);
+    glCompileShader(shader);
+    GLint status;
+    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+    if (status != GL_TRUE) {
+        // Some drivers return wrong values for GL_INFO_LOG_LENGTH
+        // use a fixed size instead
+        GLchar log[512];
+        glGetShaderInfoLog(shader, sizeof(log), 0, log);
+        ALOGE("Error while compiling shader: \n%s\n%s", source, log);
+        glDeleteShader(shader);
+        return 0;
+    }
+    return shader;
+}
+
+String8& Program::dumpShader(String8& result, GLenum /*type*/) {
+    GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader;
+    GLint l;
+    glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l);
+    char* src = new char[l];
+    glGetShaderSource(shader, l, nullptr, src);
+    result.append(src);
+    delete[] src;
+    return result;
+}
+
+void Program::setUniforms(const Description& desc) {
+    // TODO: we should have a mechanism here to not always reset uniforms that
+    // didn't change for this program.
+
+    if (mSamplerLoc >= 0) {
+        glUniform1i(mSamplerLoc, 0);
+        glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray());
+    }
+    if (mColorLoc >= 0) {
+        const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a};
+        glUniform4fv(mColorLoc, 1, color);
+    }
+    if (mInputTransformMatrixLoc >= 0) {
+        mat4 inputTransformMatrix = mat4(desc.mInputTransformMatrix);
+        glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray());
+    }
+    if (mOutputTransformMatrixLoc >= 0) {
+        // The output transform matrix and color matrix can be combined as one matrix
+        // that is applied right before applying OETF.
+        mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix;
+        glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE,
+                           outputTransformMatrix.asArray());
+    }
+    if (mDisplayMaxLuminanceLoc >= 0) {
+        glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance);
+    }
+    // these uniforms are always present
+    glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray());
+}
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
diff --git a/services/surfaceflinger/RenderEngine/gl/Program.h b/services/surfaceflinger/RenderEngine/gl/Program.h
new file mode 100644
index 0000000..bb429ef
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/Program.h
@@ -0,0 +1,95 @@
+/*
+ * 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_RENDER_ENGINE_PROGRAM_H
+#define SF_RENDER_ENGINE_PROGRAM_H
+
+#include <stdint.h>
+
+#include <GLES2/gl2.h>
+#include <renderengine/private/Description.h>
+#include "ProgramCache.h"
+
+namespace android {
+
+class String8;
+
+namespace renderengine {
+namespace gl {
+
+/*
+ * Abstracts a GLSL program comprising a vertex and fragment shader
+ */
+class Program {
+public:
+    // known locations for position and texture coordinates
+    enum { position = 0, texCoords = 1 };
+
+    Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
+    ~Program();
+
+    /* whether this object is usable */
+    bool isValid() const;
+
+    /* Binds this program to the GLES context */
+    void use();
+
+    /* Returns the location of the specified attribute */
+    GLuint getAttrib(const char* name) const;
+
+    /* Returns the location of the specified uniform */
+    GLint getUniform(const char* name) const;
+
+    /* set-up uniforms from the description */
+    void setUniforms(const Description& desc);
+
+private:
+    GLuint buildShader(const char* source, GLenum type);
+    String8& dumpShader(String8& result, GLenum type);
+
+    // whether the initialization succeeded
+    bool mInitialized;
+
+    // Name of the OpenGL program and shaders
+    GLuint mProgram;
+    GLuint mVertexShader;
+    GLuint mFragmentShader;
+
+    /* location of the projection matrix uniform */
+    GLint mProjectionMatrixLoc;
+
+    /* location of the texture matrix uniform */
+    GLint mTextureMatrixLoc;
+
+    /* location of the sampler uniform */
+    GLint mSamplerLoc;
+
+    /* location of the color uniform */
+    GLint mColorLoc;
+
+    /* location of display luminance uniform */
+    GLint mDisplayMaxLuminanceLoc;
+
+    /* location of transform matrix */
+    GLint mInputTransformMatrixLoc;
+    GLint mOutputTransformMatrixLoc;
+};
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
+
+#endif /* SF_RENDER_ENGINE_PROGRAM_H */
diff --git a/services/surfaceflinger/RenderEngine/gl/ProgramCache.cpp b/services/surfaceflinger/RenderEngine/gl/ProgramCache.cpp
new file mode 100644
index 0000000..a19c1f1
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/ProgramCache.cpp
@@ -0,0 +1,689 @@
+/*
+ * 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.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "ProgramCache.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <renderengine/private/Description.h>
+#include <utils/String8.h>
+#include <utils/Trace.h>
+#include "Program.h"
+
+ANDROID_SINGLETON_STATIC_INSTANCE(android::renderengine::gl::ProgramCache)
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+/*
+ * A simple formatter class to automatically add the endl and
+ * manage the indentation.
+ */
+
+class Formatter;
+static Formatter& indent(Formatter& f);
+static Formatter& dedent(Formatter& f);
+
+class Formatter {
+    String8 mString;
+    int mIndent;
+    typedef Formatter& (*FormaterManipFunc)(Formatter&);
+    friend Formatter& indent(Formatter& f);
+    friend Formatter& dedent(Formatter& f);
+
+public:
+    Formatter() : mIndent(0) {}
+
+    String8 getString() const { return mString; }
+
+    friend Formatter& operator<<(Formatter& out, const char* in) {
+        for (int i = 0; i < out.mIndent; i++) {
+            out.mString.append("    ");
+        }
+        out.mString.append(in);
+        out.mString.append("\n");
+        return out;
+    }
+    friend inline Formatter& operator<<(Formatter& out, const String8& in) {
+        return operator<<(out, in.string());
+    }
+    friend inline Formatter& operator<<(Formatter& to, FormaterManipFunc func) {
+        return (*func)(to);
+    }
+};
+Formatter& indent(Formatter& f) {
+    f.mIndent++;
+    return f;
+}
+Formatter& dedent(Formatter& f) {
+    f.mIndent--;
+    return f;
+}
+
+ProgramCache::ProgramCache() {}
+
+ProgramCache::~ProgramCache() {}
+
+void ProgramCache::primeCache(bool useColorManagement) {
+    uint32_t shaderCount = 0;
+    uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK | Key::ALPHA_MASK | Key::TEXTURE_MASK;
+    // Prime the cache for all combinations of the above masks,
+    // leaving off the experimental color matrix mask options.
+
+    nsecs_t timeBefore = systemTime();
+    for (uint32_t keyVal = 0; keyVal <= keyMask; keyVal++) {
+        Key shaderKey;
+        shaderKey.set(keyMask, keyVal);
+        uint32_t tex = shaderKey.getTextureTarget();
+        if (tex != Key::TEXTURE_OFF && tex != Key::TEXTURE_EXT && tex != Key::TEXTURE_2D) {
+            continue;
+        }
+        Program* program = mCache.valueFor(shaderKey);
+        if (program == nullptr) {
+            program = generateProgram(shaderKey);
+            mCache.add(shaderKey, program);
+            shaderCount++;
+        }
+    }
+
+    // Prime for sRGB->P3 conversion
+    if (useColorManagement) {
+        Key shaderKey;
+        shaderKey.set(Key::BLEND_MASK | Key::TEXTURE_MASK | Key::OUTPUT_TRANSFORM_MATRIX_MASK |
+                              Key::INPUT_TF_MASK | Key::OUTPUT_TF_MASK,
+                      Key::BLEND_PREMULT | Key::TEXTURE_EXT | Key::OUTPUT_TRANSFORM_MATRIX_ON |
+                              Key::INPUT_TF_SRGB | Key::OUTPUT_TF_SRGB);
+        for (int i = 0; i < 4; i++) {
+            shaderKey.set(Key::OPACITY_MASK,
+                          (i & 1) ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT);
+            shaderKey.set(Key::ALPHA_MASK, (i & 2) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE);
+            Program* program = mCache.valueFor(shaderKey);
+            if (program == nullptr) {
+                program = generateProgram(shaderKey);
+                mCache.add(shaderKey, program);
+                shaderCount++;
+            }
+        }
+    }
+
+    nsecs_t timeAfter = systemTime();
+    float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
+    ALOGD("shader cache generated - %u shaders in %f ms\n", shaderCount, compileTimeMs);
+}
+
+ProgramCache::Key ProgramCache::computeKey(const Description& description) {
+    Key needs;
+    needs.set(Key::TEXTURE_MASK,
+              !description.mTextureEnabled
+                      ? Key::TEXTURE_OFF
+                      : description.mTexture.getTextureTarget() == GL_TEXTURE_EXTERNAL_OES
+                              ? Key::TEXTURE_EXT
+                              : description.mTexture.getTextureTarget() == GL_TEXTURE_2D
+                                      ? Key::TEXTURE_2D
+                                      : Key::TEXTURE_OFF)
+            .set(Key::ALPHA_MASK,
+                 (description.mColor.a < 1) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE)
+            .set(Key::BLEND_MASK,
+                 description.mPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL)
+            .set(Key::OPACITY_MASK,
+                 description.mOpaque ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT)
+            .set(Key::Key::INPUT_TRANSFORM_MATRIX_MASK,
+                 description.hasInputTransformMatrix() ?
+                     Key::INPUT_TRANSFORM_MATRIX_ON : Key::INPUT_TRANSFORM_MATRIX_OFF)
+            .set(Key::Key::OUTPUT_TRANSFORM_MATRIX_MASK,
+                 description.hasOutputTransformMatrix() || description.hasColorMatrix() ?
+                     Key::OUTPUT_TRANSFORM_MATRIX_ON : Key::OUTPUT_TRANSFORM_MATRIX_OFF);
+
+    needs.set(Key::Y410_BT2020_MASK,
+              description.mY410BT2020 ? Key::Y410_BT2020_ON : Key::Y410_BT2020_OFF);
+
+    if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF())) {
+        switch (description.mInputTransferFunction) {
+            case Description::TransferFunction::LINEAR:
+            default:
+                needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_LINEAR);
+                break;
+            case Description::TransferFunction::SRGB:
+                needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_SRGB);
+                break;
+            case Description::TransferFunction::ST2084:
+                needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_ST2084);
+                break;
+            case Description::TransferFunction::HLG:
+                needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_HLG);
+                break;
+        }
+
+        switch (description.mOutputTransferFunction) {
+            case Description::TransferFunction::LINEAR:
+            default:
+                needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_LINEAR);
+                break;
+            case Description::TransferFunction::SRGB:
+                needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_SRGB);
+                break;
+            case Description::TransferFunction::ST2084:
+                needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_ST2084);
+                break;
+            case Description::TransferFunction::HLG:
+                needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_HLG);
+                break;
+        }
+    }
+
+    return needs;
+}
+
+// Generate EOTF that converts signal values to relative display light,
+// both normalized to [0, 1].
+void ProgramCache::generateEOTF(Formatter& fs, const Key& needs) {
+    switch (needs.getInputTF()) {
+        case Key::INPUT_TF_SRGB:
+            fs << R"__SHADER__(
+                float EOTF_sRGB(float srgb) {
+                    return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4);
+                }
+
+                vec3 EOTF_sRGB(const vec3 srgb) {
+                    return vec3(EOTF_sRGB(srgb.r), EOTF_sRGB(srgb.g), EOTF_sRGB(srgb.b));
+                }
+
+                vec3 EOTF(const vec3 srgb) {
+                    return sign(srgb.rgb) * EOTF_sRGB(abs(srgb.rgb));
+                }
+            )__SHADER__";
+            break;
+        case Key::INPUT_TF_ST2084:
+            fs << R"__SHADER__(
+                vec3 EOTF(const highp vec3 color) {
+                    const highp float m1 = (2610.0 / 4096.0) / 4.0;
+                    const highp float m2 = (2523.0 / 4096.0) * 128.0;
+                    const highp float c1 = (3424.0 / 4096.0);
+                    const highp float c2 = (2413.0 / 4096.0) * 32.0;
+                    const highp float c3 = (2392.0 / 4096.0) * 32.0;
+
+                    highp vec3 tmp = pow(color, 1.0 / vec3(m2));
+                    tmp = max(tmp - c1, 0.0) / (c2 - c3 * tmp);
+                    return pow(tmp, 1.0 / vec3(m1));
+                }
+            )__SHADER__";
+            break;
+        case Key::INPUT_TF_HLG:
+            fs << R"__SHADER__(
+                highp float EOTF_channel(const highp float channel) {
+                    const highp float a = 0.17883277;
+                    const highp float b = 0.28466892;
+                    const highp float c = 0.55991073;
+                    return channel <= 0.5 ? channel * channel / 3.0 :
+                            (exp((channel - c) / a) + b) / 12.0;
+                }
+
+                vec3 EOTF(const highp vec3 color) {
+                    return vec3(EOTF_channel(color.r), EOTF_channel(color.g),
+                            EOTF_channel(color.b));
+                }
+            )__SHADER__";
+            break;
+        default:
+            fs << R"__SHADER__(
+                vec3 EOTF(const vec3 linear) {
+                    return linear;
+                }
+            )__SHADER__";
+            break;
+    }
+}
+
+void ProgramCache::generateToneMappingProcess(Formatter& fs, const Key& needs) {
+    // Convert relative light to absolute light.
+    switch (needs.getInputTF()) {
+        case Key::INPUT_TF_ST2084:
+            fs << R"__SHADER__(
+                highp vec3 ScaleLuminance(highp vec3 color) {
+                    return color * 10000.0;
+                }
+            )__SHADER__";
+            break;
+        case Key::INPUT_TF_HLG:
+            fs << R"__SHADER__(
+                highp vec3 ScaleLuminance(highp vec3 color) {
+                    // The formula is:
+                    // alpha * pow(Y, gamma - 1.0) * color + beta;
+                    // where alpha is 1000.0, gamma is 1.2, beta is 0.0.
+                    return color * 1000.0 * pow(color.y, 0.2);
+                }
+            )__SHADER__";
+            break;
+        default:
+            fs << R"__SHADER__(
+                highp vec3 ScaleLuminance(highp vec3 color) {
+                    return color * displayMaxLuminance;
+                }
+            )__SHADER__";
+            break;
+    }
+
+    // Tone map absolute light to display luminance range.
+    switch (needs.getInputTF()) {
+        case Key::INPUT_TF_ST2084:
+        case Key::INPUT_TF_HLG:
+            switch (needs.getOutputTF()) {
+                case Key::OUTPUT_TF_HLG:
+                    // Right now when mixed PQ and HLG contents are presented,
+                    // HLG content will always be converted to PQ. However, for
+                    // completeness, we simply clamp the value to [0.0, 1000.0].
+                    fs << R"__SHADER__(
+                        highp vec3 ToneMap(highp vec3 color) {
+                            return clamp(color, 0.0, 1000.0);
+                        }
+                    )__SHADER__";
+                    break;
+                case Key::OUTPUT_TF_ST2084:
+                    fs << R"__SHADER__(
+                        highp vec3 ToneMap(highp vec3 color) {
+                            return color;
+                        }
+                    )__SHADER__";
+                    break;
+                default:
+                    fs << R"__SHADER__(
+                        highp vec3 ToneMap(highp vec3 color) {
+                            const float maxMasteringLumi = 1000.0;
+                            const float maxContentLumi = 1000.0;
+                            const float maxInLumi = min(maxMasteringLumi, maxContentLumi);
+                            float maxOutLumi = displayMaxLuminance;
+
+                            float nits = color.y;
+
+                            // clamp to max input luminance
+                            nits = clamp(nits, 0.0, maxInLumi);
+
+                            // scale [0.0, maxInLumi] to [0.0, maxOutLumi]
+                            if (maxInLumi <= maxOutLumi) {
+                                nits *= maxOutLumi / maxInLumi;
+                            } else {
+                                // three control points
+                                const float x0 = 10.0;
+                                const float y0 = 17.0;
+                                float x1 = maxOutLumi * 0.75;
+                                float y1 = x1;
+                                float x2 = x1 + (maxInLumi - x1) / 2.0;
+                                float y2 = y1 + (maxOutLumi - y1) * 0.75;
+
+                                // horizontal distances between the last three control points
+                                float h12 = x2 - x1;
+                                float h23 = maxInLumi - x2;
+                                // tangents at the last three control points
+                                float m1 = (y2 - y1) / h12;
+                                float m3 = (maxOutLumi - y2) / h23;
+                                float m2 = (m1 + m3) / 2.0;
+
+                                if (nits < x0) {
+                                    // scale [0.0, x0] to [0.0, y0] linearly
+                                    float slope = y0 / x0;
+                                    nits *= slope;
+                                } else if (nits < x1) {
+                                    // scale [x0, x1] to [y0, y1] linearly
+                                    float slope = (y1 - y0) / (x1 - x0);
+                                    nits = y0 + (nits - x0) * slope;
+                                } else if (nits < x2) {
+                                    // scale [x1, x2] to [y1, y2] using Hermite interp
+                                    float t = (nits - x1) / h12;
+                                    nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t) +
+                                            (y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
+                                } else {
+                                    // scale [x2, maxInLumi] to [y2, maxOutLumi] using Hermite interp
+                                    float t = (nits - x2) / h23;
+                                    nits = (y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t) +
+                                            (maxOutLumi * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
+                                }
+                            }
+
+                            return color * (nits / max(1e-6, color.y));
+                        }
+                    )__SHADER__";
+                    break;
+            }
+            break;
+        default:
+            // inverse tone map; the output luminance can be up to maxOutLumi.
+            fs << R"__SHADER__(
+                highp vec3 ToneMap(highp vec3 color) {
+                    const float maxOutLumi = 3000.0;
+
+                    const float x0 = 5.0;
+                    const float y0 = 2.5;
+                    float x1 = displayMaxLuminance * 0.7;
+                    float y1 = maxOutLumi * 0.15;
+                    float x2 = displayMaxLuminance * 0.9;
+                    float y2 = maxOutLumi * 0.45;
+                    float x3 = displayMaxLuminance;
+                    float y3 = maxOutLumi;
+
+                    float c1 = y1 / 3.0;
+                    float c2 = y2 / 2.0;
+                    float c3 = y3 / 1.5;
+
+                    float nits = color.y;
+
+                    float scale;
+                    if (nits <= x0) {
+                        // scale [0.0, x0] to [0.0, y0] linearly
+                        const float slope = y0 / x0;
+                        nits *= slope;
+                    } else if (nits <= x1) {
+                        // scale [x0, x1] to [y0, y1] using a curve
+                        float t = (nits - x0) / (x1 - x0);
+                        nits = (1.0 - t) * (1.0 - t) * y0 + 2.0 * (1.0 - t) * t * c1 + t * t * y1;
+                    } else if (nits <= x2) {
+                        // scale [x1, x2] to [y1, y2] using a curve
+                        float t = (nits - x1) / (x2 - x1);
+                        nits = (1.0 - t) * (1.0 - t) * y1 + 2.0 * (1.0 - t) * t * c2 + t * t * y2;
+                    } else {
+                        // scale [x2, x3] to [y2, y3] using a curve
+                        float t = (nits - x2) / (x3 - x2);
+                        nits = (1.0 - t) * (1.0 - t) * y2 + 2.0 * (1.0 - t) * t * c3 + t * t * y3;
+                    }
+
+                    return color * (nits / max(1e-6, color.y));
+                }
+            )__SHADER__";
+            break;
+    }
+
+    // convert absolute light to relative light.
+    switch (needs.getOutputTF()) {
+        case Key::OUTPUT_TF_ST2084:
+            fs << R"__SHADER__(
+                highp vec3 NormalizeLuminance(highp vec3 color) {
+                    return color / 10000.0;
+                }
+            )__SHADER__";
+            break;
+        case Key::OUTPUT_TF_HLG:
+            fs << R"__SHADER__(
+                highp vec3 NormalizeLuminance(highp vec3 color) {
+                    return color / 1000.0 * pow(color.y / 1000.0, -0.2 / 1.2);
+                }
+            )__SHADER__";
+            break;
+        default:
+            fs << R"__SHADER__(
+                highp vec3 NormalizeLuminance(highp vec3 color) {
+                    return color / displayMaxLuminance;
+                }
+            )__SHADER__";
+            break;
+    }
+}
+
+// Generate OOTF that modifies the relative scence light to relative display light.
+void ProgramCache::generateOOTF(Formatter& fs, const ProgramCache::Key& needs) {
+    if (!needs.needsToneMapping()) {
+        fs << R"__SHADER__(
+            highp vec3 OOTF(const highp vec3 color) {
+                return color;
+            }
+        )__SHADER__";
+    } else {
+        generateToneMappingProcess(fs, needs);
+        fs << R"__SHADER__(
+            highp vec3 OOTF(const highp vec3 color) {
+                return NormalizeLuminance(ToneMap(ScaleLuminance(color)));
+            }
+        )__SHADER__";
+    }
+}
+
+// Generate OETF that converts relative display light to signal values,
+// both normalized to [0, 1]
+void ProgramCache::generateOETF(Formatter& fs, const Key& needs) {
+    switch (needs.getOutputTF()) {
+        case Key::OUTPUT_TF_SRGB:
+            fs << R"__SHADER__(
+                float OETF_sRGB(const float linear) {
+                    return linear <= 0.0031308 ?
+                            linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055;
+                }
+
+                vec3 OETF_sRGB(const vec3 linear) {
+                    return vec3(OETF_sRGB(linear.r), OETF_sRGB(linear.g), OETF_sRGB(linear.b));
+                }
+
+                vec3 OETF(const vec3 linear) {
+                    return sign(linear.rgb) * OETF_sRGB(abs(linear.rgb));
+                }
+            )__SHADER__";
+            break;
+        case Key::OUTPUT_TF_ST2084:
+            fs << R"__SHADER__(
+                vec3 OETF(const vec3 linear) {
+                    const highp float m1 = (2610.0 / 4096.0) / 4.0;
+                    const highp float m2 = (2523.0 / 4096.0) * 128.0;
+                    const highp float c1 = (3424.0 / 4096.0);
+                    const highp float c2 = (2413.0 / 4096.0) * 32.0;
+                    const highp float c3 = (2392.0 / 4096.0) * 32.0;
+
+                    highp vec3 tmp = pow(linear, vec3(m1));
+                    tmp = (c1 + c2 * tmp) / (1.0 + c3 * tmp);
+                    return pow(tmp, vec3(m2));
+                }
+            )__SHADER__";
+            break;
+        case Key::OUTPUT_TF_HLG:
+            fs << R"__SHADER__(
+                highp float OETF_channel(const highp float channel) {
+                    const highp float a = 0.17883277;
+                    const highp float b = 0.28466892;
+                    const highp float c = 0.55991073;
+                    return channel <= 1.0 / 12.0 ? sqrt(3.0 * channel) :
+                            a * log(12.0 * channel - b) + c;
+                }
+
+                vec3 OETF(const highp vec3 color) {
+                    return vec3(OETF_channel(color.r), OETF_channel(color.g),
+                            OETF_channel(color.b));
+                }
+            )__SHADER__";
+            break;
+        default:
+            fs << R"__SHADER__(
+                vec3 OETF(const vec3 linear) {
+                    return linear;
+                }
+            )__SHADER__";
+            break;
+    }
+}
+
+String8 ProgramCache::generateVertexShader(const Key& needs) {
+    Formatter vs;
+    if (needs.isTexturing()) {
+        vs << "attribute vec4 texCoords;"
+           << "varying vec2 outTexCoords;";
+    }
+    vs << "attribute vec4 position;"
+       << "uniform mat4 projection;"
+       << "uniform mat4 texture;"
+       << "void main(void) {" << indent << "gl_Position = projection * position;";
+    if (needs.isTexturing()) {
+        vs << "outTexCoords = (texture * texCoords).st;";
+    }
+    vs << dedent << "}";
+    return vs.getString();
+}
+
+String8 ProgramCache::generateFragmentShader(const Key& needs) {
+    Formatter fs;
+    if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
+        fs << "#extension GL_OES_EGL_image_external : require";
+    }
+
+    // default precision is required-ish in fragment shaders
+    fs << "precision mediump float;";
+
+    if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
+        fs << "uniform samplerExternalOES sampler;"
+           << "varying vec2 outTexCoords;";
+    } else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
+        fs << "uniform sampler2D sampler;"
+           << "varying vec2 outTexCoords;";
+    }
+
+    if (needs.getTextureTarget() == Key::TEXTURE_OFF || needs.hasAlpha()) {
+        fs << "uniform vec4 color;";
+    }
+
+    if (needs.isY410BT2020()) {
+        fs << R"__SHADER__(
+            vec3 convertY410BT2020(const vec3 color) {
+                const vec3 offset = vec3(0.0625, 0.5, 0.5);
+                const mat3 transform = mat3(
+                    vec3(1.1678,  1.1678, 1.1678),
+                    vec3(   0.0, -0.1878, 2.1481),
+                    vec3(1.6836, -0.6523,   0.0));
+                // Y is in G, U is in R, and V is in B
+                return clamp(transform * (color.grb - offset), 0.0, 1.0);
+            }
+            )__SHADER__";
+    }
+
+    if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF())) {
+        // Currently, display maximum luminance is needed when doing tone mapping.
+        if (needs.needsToneMapping()) {
+            fs << "uniform float displayMaxLuminance;";
+        }
+
+        if (needs.hasInputTransformMatrix()) {
+            fs << "uniform mat4 inputTransformMatrix;";
+            fs << R"__SHADER__(
+                highp vec3 InputTransform(const highp vec3 color) {
+                    return vec3(inputTransformMatrix * vec4(color, 1.0));
+                }
+            )__SHADER__";
+        } else {
+            fs << R"__SHADER__(
+                highp vec3 InputTransform(const highp vec3 color) {
+                    return color;
+                }
+            )__SHADER__";
+        }
+
+        // the transformation from a wider colorspace to a narrower one can
+        // result in >1.0 or <0.0 pixel values
+        if (needs.hasOutputTransformMatrix()) {
+            fs << "uniform mat4 outputTransformMatrix;";
+            fs << R"__SHADER__(
+                highp vec3 OutputTransform(const highp vec3 color) {
+                    return clamp(vec3(outputTransformMatrix * vec4(color, 1.0)), 0.0, 1.0);
+                }
+            )__SHADER__";
+        } else {
+            fs << R"__SHADER__(
+                highp vec3 OutputTransform(const highp vec3 color) {
+                    return clamp(color, 0.0, 1.0);
+                }
+            )__SHADER__";
+        }
+
+        generateEOTF(fs, needs);
+        generateOOTF(fs, needs);
+        generateOETF(fs, needs);
+    }
+
+    fs << "void main(void) {" << indent;
+    if (needs.isTexturing()) {
+        fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
+        if (needs.isY410BT2020()) {
+            fs << "gl_FragColor.rgb = convertY410BT2020(gl_FragColor.rgb);";
+        }
+    } else {
+        fs << "gl_FragColor.rgb = color.rgb;";
+        fs << "gl_FragColor.a = 1.0;";
+    }
+    if (needs.isOpaque()) {
+        fs << "gl_FragColor.a = 1.0;";
+    }
+    if (needs.hasAlpha()) {
+        // modulate the current alpha value with alpha set
+        if (needs.isPremultiplied()) {
+            // ... and the color too if we're premultiplied
+            fs << "gl_FragColor *= color.a;";
+        } else {
+            fs << "gl_FragColor.a *= color.a;";
+        }
+    }
+
+    if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF())) {
+        if (!needs.isOpaque() && needs.isPremultiplied()) {
+            // un-premultiply if needed before linearization
+            // avoid divide by 0 by adding 0.5/256 to the alpha channel
+            fs << "gl_FragColor.rgb = gl_FragColor.rgb / (gl_FragColor.a + 0.0019);";
+        }
+        fs << "gl_FragColor.rgb = OETF(OutputTransform(OOTF(InputTransform(EOTF(gl_FragColor.rgb)))));";
+        if (!needs.isOpaque() && needs.isPremultiplied()) {
+            // and re-premultiply if needed after gamma correction
+            fs << "gl_FragColor.rgb = gl_FragColor.rgb * (gl_FragColor.a + 0.0019);";
+        }
+    }
+
+    fs << dedent << "}";
+    return fs.getString();
+}
+
+Program* ProgramCache::generateProgram(const Key& needs) {
+    ATRACE_CALL();
+
+    // vertex shader
+    String8 vs = generateVertexShader(needs);
+
+    // fragment shader
+    String8 fs = generateFragmentShader(needs);
+
+    Program* program = new Program(needs, vs.string(), fs.string());
+    return program;
+}
+
+void ProgramCache::useProgram(const Description& description) {
+    // generate the key for the shader based on the description
+    Key needs(computeKey(description));
+
+    // look-up the program in the cache
+    Program* program = mCache.valueFor(needs);
+    if (program == nullptr) {
+        // we didn't find our program, so generate one...
+        nsecs_t time = -systemTime();
+        program = generateProgram(needs);
+        mCache.add(needs, program);
+        time += systemTime();
+
+        ALOGV(">>> generated new program: needs=%08X, time=%u ms (%zu programs)", needs.mKey,
+              uint32_t(ns2ms(time)), mCache.size());
+    }
+
+    // here we have a suitable program for this description
+    if (program->isValid()) {
+        program->use();
+        program->setUniforms(description);
+    }
+}
+
+}  // namespace gl
+}  // namespace renderengine
+}  // namespace android
diff --git a/services/surfaceflinger/RenderEngine/gl/ProgramCache.h b/services/surfaceflinger/RenderEngine/gl/ProgramCache.h
new file mode 100644
index 0000000..ea77a2d
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/ProgramCache.h
@@ -0,0 +1,204 @@
+/*
+ * 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_RENDER_ENGINE_PROGRAMCACHE_H
+#define SF_RENDER_ENGINE_PROGRAMCACHE_H
+
+#include <GLES2/gl2.h>
+#include <renderengine/private/Description.h>
+#include <utils/KeyedVector.h>
+#include <utils/Singleton.h>
+#include <utils/TypeHelpers.h>
+
+namespace android {
+
+class String8;
+
+namespace renderengine {
+
+class Description;
+
+namespace gl {
+
+class Formatter;
+class Program;
+
+/*
+ * This class generates GLSL programs suitable to handle a given
+ * Description. It's responsible for figuring out what to
+ * generate from a Description.
+ * It also maintains a cache of these Programs.
+ */
+class ProgramCache : public Singleton<ProgramCache> {
+public:
+    /*
+     * Key is used to retrieve a Program in the cache.
+     * A Key is generated from a Description.
+     */
+    class Key {
+        friend class ProgramCache;
+        typedef uint32_t key_t;
+        key_t mKey;
+
+    public:
+        enum {
+            BLEND_SHIFT = 0,
+            BLEND_MASK = 1 << BLEND_SHIFT,
+            BLEND_PREMULT = 1 << BLEND_SHIFT,
+            BLEND_NORMAL = 0 << BLEND_SHIFT,
+
+            OPACITY_SHIFT = 1,
+            OPACITY_MASK = 1 << OPACITY_SHIFT,
+            OPACITY_OPAQUE = 1 << OPACITY_SHIFT,
+            OPACITY_TRANSLUCENT = 0 << OPACITY_SHIFT,
+
+            ALPHA_SHIFT = 2,
+            ALPHA_MASK = 1 << ALPHA_SHIFT,
+            ALPHA_LT_ONE = 1 << ALPHA_SHIFT,
+            ALPHA_EQ_ONE = 0 << ALPHA_SHIFT,
+
+            TEXTURE_SHIFT = 3,
+            TEXTURE_MASK = 3 << TEXTURE_SHIFT,
+            TEXTURE_OFF = 0 << TEXTURE_SHIFT,
+            TEXTURE_EXT = 1 << TEXTURE_SHIFT,
+            TEXTURE_2D = 2 << TEXTURE_SHIFT,
+
+            INPUT_TRANSFORM_MATRIX_SHIFT = 5,
+            INPUT_TRANSFORM_MATRIX_MASK = 1 << INPUT_TRANSFORM_MATRIX_SHIFT,
+            INPUT_TRANSFORM_MATRIX_OFF = 0 << INPUT_TRANSFORM_MATRIX_SHIFT,
+            INPUT_TRANSFORM_MATRIX_ON = 1 << INPUT_TRANSFORM_MATRIX_SHIFT,
+
+            OUTPUT_TRANSFORM_MATRIX_SHIFT = 6,
+            OUTPUT_TRANSFORM_MATRIX_MASK = 1 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
+            OUTPUT_TRANSFORM_MATRIX_OFF = 0 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
+            OUTPUT_TRANSFORM_MATRIX_ON = 1 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
+
+            INPUT_TF_SHIFT = 7,
+            INPUT_TF_MASK = 3 << INPUT_TF_SHIFT,
+            INPUT_TF_LINEAR = 0 << INPUT_TF_SHIFT,
+            INPUT_TF_SRGB = 1 << INPUT_TF_SHIFT,
+            INPUT_TF_ST2084 = 2 << INPUT_TF_SHIFT,
+            INPUT_TF_HLG = 3 << INPUT_TF_SHIFT,
+
+            OUTPUT_TF_SHIFT = 9,
+            OUTPUT_TF_MASK = 3 << OUTPUT_TF_SHIFT,
+            OUTPUT_TF_LINEAR = 0 << OUTPUT_TF_SHIFT,
+            OUTPUT_TF_SRGB = 1 << OUTPUT_TF_SHIFT,
+            OUTPUT_TF_ST2084 = 2 << OUTPUT_TF_SHIFT,
+            OUTPUT_TF_HLG = 3 << OUTPUT_TF_SHIFT,
+
+            Y410_BT2020_SHIFT = 11,
+            Y410_BT2020_MASK = 1 << Y410_BT2020_SHIFT,
+            Y410_BT2020_OFF = 0 << Y410_BT2020_SHIFT,
+            Y410_BT2020_ON = 1 << Y410_BT2020_SHIFT,
+        };
+
+        inline Key() : mKey(0) {}
+        inline Key(const Key& rhs) : mKey(rhs.mKey) {}
+
+        inline Key& set(key_t mask, key_t value) {
+            mKey = (mKey & ~mask) | value;
+            return *this;
+        }
+
+        inline bool isTexturing() const { return (mKey & TEXTURE_MASK) != TEXTURE_OFF; }
+        inline int getTextureTarget() const { return (mKey & TEXTURE_MASK); }
+        inline bool isPremultiplied() const { return (mKey & BLEND_MASK) == BLEND_PREMULT; }
+        inline bool isOpaque() const { return (mKey & OPACITY_MASK) == OPACITY_OPAQUE; }
+        inline bool hasAlpha() const { return (mKey & ALPHA_MASK) == ALPHA_LT_ONE; }
+        inline bool hasInputTransformMatrix() const {
+            return (mKey & INPUT_TRANSFORM_MATRIX_MASK) == INPUT_TRANSFORM_MATRIX_ON;
+        }
+        inline bool hasOutputTransformMatrix() const {
+            return (mKey & OUTPUT_TRANSFORM_MATRIX_MASK) == OUTPUT_TRANSFORM_MATRIX_ON;
+        }
+        inline bool hasTransformMatrix() const {
+            return hasInputTransformMatrix() || hasOutputTransformMatrix();
+        }
+        inline int getInputTF() const { return (mKey & INPUT_TF_MASK); }
+        inline int getOutputTF() const { return (mKey & OUTPUT_TF_MASK); }
+
+        // When HDR and non-HDR contents are mixed, or different types of HDR contents are
+        // mixed, we will do a tone mapping process to tone map the input content to output
+        // content. Currently, the following conversions handled, they are:
+        // * SDR -> HLG
+        // * SDR -> PQ
+        // * HLG -> PQ
+        inline bool needsToneMapping() const {
+            int inputTF = getInputTF();
+            int outputTF = getOutputTF();
+
+            // Return false when converting from SDR to SDR.
+            if (inputTF == Key::INPUT_TF_SRGB && outputTF == Key::OUTPUT_TF_LINEAR) {
+                return false;
+            }
+            if (inputTF == Key::INPUT_TF_LINEAR && outputTF == Key::OUTPUT_TF_SRGB) {
+                return false;
+            }
+
+            inputTF >>= Key::INPUT_TF_SHIFT;
+            outputTF >>= Key::OUTPUT_TF_SHIFT;
+            return inputTF != outputTF;
+        }
+        inline bool isY410BT2020() const { return (mKey & Y410_BT2020_MASK) == Y410_BT2020_ON; }
+
+        // this is the definition of a friend function -- not a method of class Needs
+        friend inline int strictly_order_type(const Key& lhs, const Key& rhs) {
+            return (lhs.mKey < rhs.mKey) ? 1 : 0;
+        }
+    };
+
+    ProgramCache();
+    ~ProgramCache();
+
+    // Generate shaders to populate the cache
+    void primeCache(bool useColorManagement);
+
+    // useProgram lookup a suitable program in the cache or generates one
+    // if none can be found.
+    void useProgram(const Description& description);
+
+private:
+    // compute a cache Key from a Description
+    static Key computeKey(const Description& description);
+    // Generate EOTF based from Key.
+    static void generateEOTF(Formatter& fs, const Key& needs);
+    // Generate necessary tone mapping methods for OOTF.
+    static void generateToneMappingProcess(Formatter& fs, const Key& needs);
+    // Generate OOTF based from Key.
+    static void generateOOTF(Formatter& fs, const Key& needs);
+    // Generate OETF based from Key.
+    static void generateOETF(Formatter& fs, const Key& needs);
+    // generates a program from the Key
+    static Program* generateProgram(const Key& needs);
+    // generates the vertex shader from the Key
+    static String8 generateVertexShader(const Key& needs);
+    // generates the fragment shader from the Key
+    static String8 generateFragmentShader(const Key& needs);
+
+    // Key/Value map used for caching Programs. Currently the cache
+    // is never shrunk.
+    DefaultKeyedVector<Key, Program*> mCache;
+};
+
+}  // namespace gl
+}  // namespace renderengine
+
+ANDROID_BASIC_TYPES_TRAITS(renderengine::gl::ProgramCache::Key)
+
+}  // namespace android
+
+#endif /* SF_RENDER_ENGINE_PROGRAMCACHE_H */