[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/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 */