[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/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 */