Delete GLESRenderEngine

GLESRenderEngine was replaced by SkiaRenderEngine in Android 12. To
avoid bitrotting an unsupported RenderEngine backend, let's just delete
it.

There is still some cleanup for texture creation and deletion which
are no-ops in RenderEngine, but those changes are slightly less trivial
so they will be done in a followup.

Bug: 199918329
Test: builds
Change-Id: I1ec4bd6520cd2e8dad1c30f8acef9f004f190806
diff --git a/libs/renderengine/Android.bp b/libs/renderengine/Android.bp
index 8d19c45..ba2eb7d 100644
--- a/libs/renderengine/Android.bp
+++ b/libs/renderengine/Android.bp
@@ -56,30 +56,8 @@
 filegroup {
     name: "librenderengine_sources",
     srcs: [
-        "Description.cpp",
         "ExternalTexture.cpp",
-        "Mesh.cpp",
         "RenderEngine.cpp",
-        "Texture.cpp",
-    ],
-}
-
-filegroup {
-    name: "librenderengine_gl_sources",
-    srcs: [
-        "gl/GLESRenderEngine.cpp",
-        "gl/GLExtensions.cpp",
-        "gl/GLFramebuffer.cpp",
-        "gl/GLImage.cpp",
-        "gl/GLShadowTexture.cpp",
-        "gl/GLShadowVertexGenerator.cpp",
-        "gl/GLSkiaShadowPort.cpp",
-        "gl/GLVertexBuffer.cpp",
-        "gl/ImageManager.cpp",
-        "gl/Program.cpp",
-        "gl/ProgramCache.cpp",
-        "gl/filters/BlurFilter.cpp",
-        "gl/filters/GenericProgram.cpp",
     ],
 }
 
@@ -96,6 +74,7 @@
         "skia/AutoBackendTexture.cpp",
         "skia/Cache.cpp",
         "skia/ColorSpaces.cpp",
+        "skia/GLExtensions.cpp",
         "skia/SkiaRenderEngine.cpp",
         "skia/SkiaGLRenderEngine.cpp",
         "skia/SkiaVkRenderEngine.cpp",
@@ -136,7 +115,6 @@
     ],
     srcs: [
         ":librenderengine_sources",
-        ":librenderengine_gl_sources",
         ":librenderengine_threaded_sources",
         ":librenderengine_skia_sources",
     ],
@@ -155,8 +133,6 @@
     name: "librenderengine_mocks",
     defaults: ["librenderengine_defaults"],
     srcs: [
-        "mock/Framebuffer.cpp",
-        "mock/Image.cpp",
         "mock/RenderEngine.cpp",
     ],
     static_libs: [
diff --git a/libs/renderengine/Description.cpp b/libs/renderengine/Description.cpp
deleted file mode 100644
index 245c9e1..0000000
--- a/libs/renderengine/Description.cpp
+++ /dev/null
@@ -1,61 +0,0 @@
-/*
- * 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 <renderengine/private/Description.h>
-
-#include <stdint.h>
-
-#include <utils/TypeHelpers.h>
-
-namespace android {
-namespace renderengine {
-
-Description::TransferFunction Description::dataSpaceToTransferFunction(ui::Dataspace dataSpace) {
-    ui::Dataspace transfer = static_cast<ui::Dataspace>(dataSpace & ui::Dataspace::TRANSFER_MASK);
-    switch (transfer) {
-        case ui::Dataspace::TRANSFER_ST2084:
-            return Description::TransferFunction::ST2084;
-        case ui::Dataspace::TRANSFER_HLG:
-            return Description::TransferFunction::HLG;
-        case ui::Dataspace::TRANSFER_LINEAR:
-            return Description::TransferFunction::LINEAR;
-        default:
-            return Description::TransferFunction::SRGB;
-    }
-}
-
-bool Description::hasInputTransformMatrix() const {
-    const mat4 identity;
-    return inputTransformMatrix != identity;
-}
-
-bool Description::hasOutputTransformMatrix() const {
-    const mat4 identity;
-    return outputTransformMatrix != identity;
-}
-
-bool Description::hasColorMatrix() const {
-    const mat4 identity;
-    return colorMatrix != identity;
-}
-
-bool Description::hasDisplayColorMatrix() const {
-    const mat4 identity;
-    return displayColorMatrix != identity;
-}
-
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/ExternalTexture.cpp b/libs/renderengine/ExternalTexture.cpp
index 9eb42cd..6f2a96a 100644
--- a/libs/renderengine/ExternalTexture.cpp
+++ b/libs/renderengine/ExternalTexture.cpp
@@ -27,14 +27,6 @@
       : mBuffer(buffer), mRenderEngine(renderEngine), mWritable(usage & WRITEABLE) {
     LOG_ALWAYS_FATAL_IF(buffer == nullptr,
                         "Attempted to bind a null buffer to an external texture!");
-    // GLESRenderEngine has a separate texture cache for output buffers,
-    if (usage == WRITEABLE &&
-        (mRenderEngine.getRenderEngineType() ==
-                 renderengine::RenderEngine::RenderEngineType::GLES ||
-         mRenderEngine.getRenderEngineType() ==
-                 renderengine::RenderEngine::RenderEngineType::THREADED)) {
-        return;
-    }
     mRenderEngine.mapExternalTextureBuffer(mBuffer, mWritable);
 }
 
diff --git a/libs/renderengine/Mesh.cpp b/libs/renderengine/Mesh.cpp
deleted file mode 100644
index ed2f45f..0000000
--- a/libs/renderengine/Mesh.cpp
+++ /dev/null
@@ -1,146 +0,0 @@
-/*
- * 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 <renderengine/Mesh.h>
-
-#include <utils/Log.h>
-
-namespace android {
-namespace renderengine {
-
-Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize,
-           size_t cropCoordsSize, size_t shadowColorSize, size_t shadowParamsSize,
-           size_t indexCount)
-      : mVertexCount(vertexCount),
-        mVertexSize(vertexSize),
-        mTexCoordsSize(texCoordSize),
-        mCropCoordsSize(cropCoordsSize),
-        mShadowColorSize(shadowColorSize),
-        mShadowParamsSize(shadowParamsSize),
-        mPrimitive(primitive),
-        mIndexCount(indexCount) {
-    if (vertexCount == 0) {
-        mVertices.resize(1);
-        mVertices[0] = 0.0f;
-        mStride = 0;
-        return;
-    }
-    size_t stride = vertexSize + texCoordSize + cropCoordsSize + shadowColorSize + shadowParamsSize;
-    size_t remainder = (stride * vertexCount) / vertexCount;
-    // Since all of the input parameters are unsigned, if stride is less than
-    // either vertexSize or texCoordSize, it must have overflowed. remainder
-    // will be equal to stride as long as stride * vertexCount doesn't overflow.
-    if ((stride < vertexSize) || (remainder != stride)) {
-        ALOGE("Overflow in Mesh(..., %zu, %zu, %zu, %zu, %zu, %zu)", vertexCount, vertexSize,
-              texCoordSize, cropCoordsSize, shadowColorSize, shadowParamsSize);
-        mVertices.resize(1);
-        mVertices[0] = 0.0f;
-        mVertexCount = 0;
-        mVertexSize = 0;
-        mTexCoordsSize = 0;
-        mCropCoordsSize = 0;
-        mShadowColorSize = 0;
-        mShadowParamsSize = 0;
-        mStride = 0;
-        return;
-    }
-
-    mVertices.resize(stride * vertexCount);
-    mStride = stride;
-    mIndices.resize(indexCount);
-}
-
-Mesh::Primitive Mesh::getPrimitive() const {
-    return mPrimitive;
-}
-
-float const* Mesh::getPositions() const {
-    return mVertices.data();
-}
-float* Mesh::getPositions() {
-    return mVertices.data();
-}
-
-float const* Mesh::getTexCoords() const {
-    return mVertices.data() + mVertexSize;
-}
-float* Mesh::getTexCoords() {
-    return mVertices.data() + mVertexSize;
-}
-
-float const* Mesh::getCropCoords() const {
-    return mVertices.data() + mVertexSize + mTexCoordsSize;
-}
-float* Mesh::getCropCoords() {
-    return mVertices.data() + mVertexSize + mTexCoordsSize;
-}
-
-float const* Mesh::getShadowColor() const {
-    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize;
-}
-float* Mesh::getShadowColor() {
-    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize;
-}
-
-float const* Mesh::getShadowParams() const {
-    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize + mShadowColorSize;
-}
-float* Mesh::getShadowParams() {
-    return mVertices.data() + mVertexSize + mTexCoordsSize + mCropCoordsSize + mShadowColorSize;
-}
-
-uint16_t const* Mesh::getIndices() const {
-    return mIndices.data();
-}
-
-uint16_t* Mesh::getIndices() {
-    return mIndices.data();
-}
-
-size_t Mesh::getVertexCount() const {
-    return mVertexCount;
-}
-
-size_t Mesh::getVertexSize() const {
-    return mVertexSize;
-}
-
-size_t Mesh::getTexCoordsSize() const {
-    return mTexCoordsSize;
-}
-
-size_t Mesh::getShadowColorSize() const {
-    return mShadowColorSize;
-}
-
-size_t Mesh::getShadowParamsSize() const {
-    return mShadowParamsSize;
-}
-
-size_t Mesh::getByteStride() const {
-    return mStride * sizeof(float);
-}
-
-size_t Mesh::getStride() const {
-    return mStride;
-}
-
-size_t Mesh::getIndexCount() const {
-    return mIndexCount;
-}
-
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/RenderEngine.cpp b/libs/renderengine/RenderEngine.cpp
index d08c221..a8e92c6 100644
--- a/libs/renderengine/RenderEngine.cpp
+++ b/libs/renderengine/RenderEngine.cpp
@@ -18,7 +18,6 @@
 
 #include <cutils/properties.h>
 #include <log/log.h>
-#include "gl/GLESRenderEngine.h"
 #include "renderengine/ExternalTexture.h"
 #include "threaded/RenderEngineThreaded.h"
 
@@ -30,11 +29,6 @@
 
 std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
     switch (args.renderEngineType) {
-        case RenderEngineType::THREADED:
-            ALOGD("Threaded RenderEngine with GLES Backend");
-            return renderengine::threaded::RenderEngineThreaded::create(
-                    [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
-                    args.renderEngineType);
         case RenderEngineType::SKIA_GL:
             ALOGD("RenderEngine with SkiaGL Backend");
             return renderengine::skia::SkiaGLRenderEngine::create(args);
@@ -56,10 +50,6 @@
                         return android::renderengine::skia::SkiaVkRenderEngine::create(args);
                     },
                     args.renderEngineType);
-        case RenderEngineType::GLES:
-        default:
-            ALOGD("RenderEngine with GLES Backend");
-            return renderengine::gl::GLESRenderEngine::create(args);
     }
 }
 
diff --git a/libs/renderengine/Texture.cpp b/libs/renderengine/Texture.cpp
deleted file mode 100644
index 154cde8..0000000
--- a/libs/renderengine/Texture.cpp
+++ /dev/null
@@ -1,77 +0,0 @@
-/*
- * 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 <renderengine/Texture.h>
-
-namespace android {
-namespace renderengine {
-
-Texture::Texture()
-      : mTextureName(0), mTextureTarget(TEXTURE_2D), mWidth(0), mHeight(0), mFiltering(false) {}
-
-Texture::Texture(Target textureTarget, uint32_t textureName)
-      : mTextureName(textureName),
-        mTextureTarget(textureTarget),
-        mWidth(0),
-        mHeight(0),
-        mFiltering(false) {}
-
-void Texture::init(Target textureTarget, uint32_t textureName) {
-    mTextureName = textureName;
-    mTextureTarget = textureTarget;
-}
-
-Texture::~Texture() {}
-
-void Texture::setMatrix(float const* matrix) {
-    mTextureMatrix = mat4(matrix);
-}
-
-void Texture::setFiltering(bool enabled) {
-    mFiltering = enabled;
-}
-
-void Texture::setDimensions(size_t width, size_t height) {
-    mWidth = width;
-    mHeight = height;
-}
-
-uint32_t Texture::getTextureName() const {
-    return mTextureName;
-}
-
-uint32_t Texture::getTextureTarget() const {
-    return mTextureTarget;
-}
-
-const mat4& Texture::getMatrix() const {
-    return mTextureMatrix;
-}
-
-bool Texture::getFiltering() const {
-    return mFiltering;
-}
-
-size_t Texture::getWidth() const {
-    return mWidth;
-}
-
-size_t Texture::getHeight() const {
-    return mHeight;
-}
-
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/benchmark/RenderEngineBench.cpp b/libs/renderengine/benchmark/RenderEngineBench.cpp
index 791d4c9..ce2c7d7 100644
--- a/libs/renderengine/benchmark/RenderEngineBench.cpp
+++ b/libs/renderengine/benchmark/RenderEngineBench.cpp
@@ -43,10 +43,6 @@
             return "skiavk";
         case RenderEngine::RenderEngineType::SKIA_VK_THREADED:
             return "skiavkthreaded";
-        case RenderEngine::RenderEngineType::GLES:
-        case RenderEngine::RenderEngineType::THREADED:
-            LOG_ALWAYS_FATAL("GLESRenderEngine is deprecated - why time it?");
-            return "unused";
     }
 }
 
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
deleted file mode 100644
index a512b9a..0000000
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ /dev/null
@@ -1,1853 +0,0 @@
-/*
- * 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
-#include "EGL/egl.h"
-#undef LOG_TAG
-#define LOG_TAG "RenderEngine"
-#define ATRACE_TAG ATRACE_TAG_GRAPHICS
-
-#include <sched.h>
-#include <cmath>
-#include <fstream>
-#include <sstream>
-#include <unordered_set>
-
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#include <android-base/stringprintf.h>
-#include <cutils/compiler.h>
-#include <cutils/properties.h>
-#include <gui/DebugEGLImageTracker.h>
-#include <renderengine/Mesh.h>
-#include <renderengine/Texture.h>
-#include <renderengine/private/Description.h>
-#include <sync/sync.h>
-#include <ui/ColorSpace.h>
-#include <ui/DebugUtils.h>
-#include <ui/GraphicBuffer.h>
-#include <ui/Rect.h>
-#include <ui/Region.h>
-#include <utils/KeyedVector.h>
-#include <utils/Trace.h>
-#include "GLESRenderEngine.h"
-#include "GLExtensions.h"
-#include "GLFramebuffer.h"
-#include "GLImage.h"
-#include "GLShadowVertexGenerator.h"
-#include "Program.h"
-#include "ProgramCache.h"
-#include "filters/BlurFilter.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 {
-
-class BindNativeBufferAsFramebuffer {
-public:
-    BindNativeBufferAsFramebuffer(GLESRenderEngine& engine, ANativeWindowBuffer* buffer,
-                                  const bool useFramebufferCache)
-          : mEngine(engine), mFramebuffer(mEngine.getFramebufferForDrawing()), mStatus(NO_ERROR) {
-        mStatus = mFramebuffer->setNativeWindowBuffer(buffer, mEngine.isProtected(),
-                                                      useFramebufferCache)
-                ? mEngine.bindFrameBuffer(mFramebuffer)
-                : NO_MEMORY;
-    }
-    ~BindNativeBufferAsFramebuffer() {
-        mFramebuffer->setNativeWindowBuffer(nullptr, false, /*arbitrary*/ true);
-        mEngine.unbindFrameBuffer(mFramebuffer);
-    }
-    status_t getStatus() const { return mStatus; }
-
-private:
-    GLESRenderEngine& mEngine;
-    Framebuffer* mFramebuffer;
-    status_t mStatus;
-};
-
-using base::StringAppendF;
-using ui::Dataspace;
-
-static status_t selectConfigForAttribute(EGLDisplay dpy, EGLint const* attrs, EGLint attribute,
-                                         EGLint wanted, EGLConfig* outConfig) {
-    EGLint numConfigs = -1, n = 0;
-    eglGetConfigs(dpy, nullptr, 0, &numConfigs);
-    std::vector<EGLConfig> configs(numConfigs, EGL_NO_CONFIG_KHR);
-    eglChooseConfig(dpy, attrs, configs.data(), configs.size(), &n);
-    configs.resize(n);
-
-    if (!configs.empty()) {
-        if (attribute != EGL_NONE) {
-            for (EGLConfig config : configs) {
-                EGLint value = 0;
-                eglGetConfigAttrib(dpy, config, attribute, &value);
-                if (wanted == value) {
-                    *outConfig = config;
-                    return NO_ERROR;
-                }
-            }
-        } else {
-            // just pick the first one
-            *outConfig = configs[0];
-            return NO_ERROR;
-        }
-    }
-
-    return NAME_NOT_FOUND;
-}
-
-static status_t selectEGLConfig(EGLDisplay display, EGLint format, EGLint renderableType,
-                                EGLConfig* config) {
-    // select our EGLConfig. It must support EGL_RECORDABLE_ANDROID if
-    // it is to be used with WIFI displays
-    status_t err;
-    EGLint wantedAttribute;
-    EGLint wantedAttributeValue;
-
-    std::vector<EGLint> attribs;
-    if (renderableType) {
-        const ui::PixelFormat pixelFormat = static_cast<ui::PixelFormat>(format);
-        const bool is1010102 = pixelFormat == ui::PixelFormat::RGBA_1010102;
-
-        // Default to 8 bits per channel.
-        const EGLint tmpAttribs[] = {
-                EGL_RENDERABLE_TYPE,
-                renderableType,
-                EGL_RECORDABLE_ANDROID,
-                EGL_TRUE,
-                EGL_SURFACE_TYPE,
-                EGL_WINDOW_BIT | EGL_PBUFFER_BIT,
-                EGL_FRAMEBUFFER_TARGET_ANDROID,
-                EGL_TRUE,
-                EGL_RED_SIZE,
-                is1010102 ? 10 : 8,
-                EGL_GREEN_SIZE,
-                is1010102 ? 10 : 8,
-                EGL_BLUE_SIZE,
-                is1010102 ? 10 : 8,
-                EGL_ALPHA_SIZE,
-                is1010102 ? 2 : 8,
-                EGL_NONE,
-        };
-        std::copy(tmpAttribs, tmpAttribs + (sizeof(tmpAttribs) / sizeof(EGLint)),
-                  std::back_inserter(attribs));
-        wantedAttribute = EGL_NONE;
-        wantedAttributeValue = EGL_NONE;
-    } else {
-        // if no renderable type specified, fallback to a simplified query
-        wantedAttribute = EGL_NATIVE_VISUAL_ID;
-        wantedAttributeValue = format;
-    }
-
-    err = selectConfigForAttribute(display, attribs.data(), wantedAttribute, wantedAttributeValue,
-                                   config);
-    if (err == NO_ERROR) {
-        EGLint caveat;
-        if (eglGetConfigAttrib(display, *config, EGL_CONFIG_CAVEAT, &caveat))
-            ALOGW_IF(caveat == EGL_SLOW_CONFIG, "EGL_SLOW_CONFIG selected!");
-    }
-
-    return err;
-}
-
-std::optional<RenderEngine::ContextPriority> GLESRenderEngine::createContextPriority(
-        const RenderEngineCreationArgs& args) {
-    if (!GLExtensions::getInstance().hasContextPriority()) {
-        return std::nullopt;
-    }
-
-    switch (args.contextPriority) {
-        case RenderEngine::ContextPriority::REALTIME:
-            if (gl::GLExtensions::getInstance().hasRealtimePriority()) {
-                return RenderEngine::ContextPriority::REALTIME;
-            } else {
-                ALOGI("Realtime priority unsupported, degrading gracefully to high priority");
-                return RenderEngine::ContextPriority::HIGH;
-            }
-        case RenderEngine::ContextPriority::HIGH:
-        case RenderEngine::ContextPriority::MEDIUM:
-        case RenderEngine::ContextPriority::LOW:
-            return args.contextPriority;
-        default:
-            return std::nullopt;
-    }
-}
-
-std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(const RenderEngineCreationArgs& args) {
-    // initialize EGL for the default display
-    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
-    if (!eglInitialize(display, nullptr, nullptr)) {
-        LOG_ALWAYS_FATAL("failed to initialize EGL. EGL error=0x%x", eglGetError());
-    }
-
-    const auto eglVersion = eglQueryString(display, EGL_VERSION);
-    if (!eglVersion) {
-        checkGlError(__FUNCTION__, __LINE__);
-        LOG_ALWAYS_FATAL("eglQueryString(EGL_VERSION) failed");
-    }
-
-    // Use the Android impl to grab EGL_NV_context_priority_realtime
-    const auto eglExtensions = eglQueryString(display, EGL_EXTENSIONS);
-    if (!eglExtensions) {
-        checkGlError(__FUNCTION__, __LINE__);
-        LOG_ALWAYS_FATAL("eglQueryString(EGL_EXTENSIONS) failed");
-    }
-
-    GLExtensions& extensions = GLExtensions::getInstance();
-    extensions.initWithEGLStrings(eglVersion, eglExtensions);
-
-    // The code assumes that ES2 or later is available if this extension is
-    // supported.
-    EGLConfig config = EGL_NO_CONFIG;
-    if (!extensions.hasNoConfigContext()) {
-        config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
-    }
-
-    const std::optional<RenderEngine::ContextPriority> priority = createContextPriority(args);
-    EGLContext protectedContext = EGL_NO_CONTEXT;
-    if (args.enableProtectedContext && extensions.hasProtectedContent()) {
-        protectedContext =
-                createEglContext(display, config, nullptr, priority, Protection::PROTECTED);
-        ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
-    }
-
-    EGLContext ctxt =
-            createEglContext(display, config, protectedContext, priority, Protection::UNPROTECTED);
-
-    // if can't create a GL context, we can only abort.
-    LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
-
-    EGLSurface stub = EGL_NO_SURFACE;
-    if (!extensions.hasSurfacelessContext()) {
-        stub = createStubEglPbufferSurface(display, config, args.pixelFormat,
-                                           Protection::UNPROTECTED);
-        LOG_ALWAYS_FATAL_IF(stub == EGL_NO_SURFACE, "can't create stub pbuffer");
-    }
-    EGLBoolean success = eglMakeCurrent(display, stub, stub, ctxt);
-    LOG_ALWAYS_FATAL_IF(!success, "can't make stub pbuffer current");
-    extensions.initWithGLStrings(glGetString(GL_VENDOR), glGetString(GL_RENDERER),
-                                 glGetString(GL_VERSION), glGetString(GL_EXTENSIONS));
-
-    EGLSurface protectedStub = EGL_NO_SURFACE;
-    if (protectedContext != EGL_NO_CONTEXT && !extensions.hasSurfacelessContext()) {
-        protectedStub = createStubEglPbufferSurface(display, config, args.pixelFormat,
-                                                    Protection::PROTECTED);
-        ALOGE_IF(protectedStub == EGL_NO_SURFACE, "can't create protected stub pbuffer");
-    }
-
-    // now figure out what version of GL did we actually get
-    GlesVersion version = parseGlesVersion(extensions.getVersion());
-
-    LOG_ALWAYS_FATAL_IF(args.supportsBackgroundBlur && version < GLES_VERSION_3_0,
-        "Blurs require OpenGL ES 3.0. Please unset ro.surface_flinger.supports_background_blur");
-
-    // initialize the renderer while GL is current
-    std::unique_ptr<GLESRenderEngine> engine;
-    switch (version) {
-        case GLES_VERSION_1_0:
-        case GLES_VERSION_1_1:
-            LOG_ALWAYS_FATAL("SurfaceFlinger requires OpenGL ES 2.0 minimum to run.");
-            break;
-        case GLES_VERSION_2_0:
-        case GLES_VERSION_3_0:
-            engine = std::make_unique<GLESRenderEngine>(args, display, config, ctxt, stub,
-                                                        protectedContext, protectedStub);
-            break;
-    }
-
-    ALOGI("OpenGL ES informations:");
-    ALOGI("vendor    : %s", extensions.getVendor());
-    ALOGI("renderer  : %s", extensions.getRenderer());
-    ALOGI("version   : %s", extensions.getVersion());
-    ALOGI("extensions: %s", extensions.getExtensions());
-    ALOGI("GL_MAX_TEXTURE_SIZE = %zu", engine->getMaxTextureSize());
-    ALOGI("GL_MAX_VIEWPORT_DIMS = %zu", engine->getMaxViewportDims());
-    return engine;
-}
-
-EGLConfig GLESRenderEngine::chooseEglConfig(EGLDisplay display, int format, bool logConfig) {
-    status_t err;
-    EGLConfig config;
-
-    // First try to get an ES3 config
-    err = selectEGLConfig(display, format, EGL_OPENGL_ES3_BIT, &config);
-    if (err != NO_ERROR) {
-        // If ES3 fails, try to get an ES2 config
-        err = selectEGLConfig(display, format, EGL_OPENGL_ES2_BIT, &config);
-        if (err != NO_ERROR) {
-            // If ES2 still doesn't work, probably because we're on the emulator.
-            // try a simplified query
-            ALOGW("no suitable EGLConfig found, trying a simpler query");
-            err = selectEGLConfig(display, format, 0, &config);
-            if (err != NO_ERROR) {
-                // this EGL is too lame for android
-                LOG_ALWAYS_FATAL("no suitable EGLConfig found, giving up");
-            }
-        }
-    }
-
-    if (logConfig) {
-        // print some debugging info
-        EGLint r, g, b, a;
-        eglGetConfigAttrib(display, config, EGL_RED_SIZE, &r);
-        eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &g);
-        eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &b);
-        eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &a);
-        ALOGI("EGL information:");
-        ALOGI("vendor    : %s", eglQueryString(display, EGL_VENDOR));
-        ALOGI("version   : %s", eglQueryString(display, EGL_VERSION));
-        ALOGI("extensions: %s", eglQueryString(display, EGL_EXTENSIONS));
-        ALOGI("Client API: %s", eglQueryString(display, EGL_CLIENT_APIS) ?: "Not Supported");
-        ALOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, config);
-    }
-
-    return config;
-}
-
-GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
-                                   EGLConfig config, EGLContext ctxt, EGLSurface stub,
-                                   EGLContext protectedContext, EGLSurface protectedStub)
-      : RenderEngine(args.renderEngineType),
-        mEGLDisplay(display),
-        mEGLConfig(config),
-        mEGLContext(ctxt),
-        mStubSurface(stub),
-        mProtectedEGLContext(protectedContext),
-        mProtectedStubSurface(protectedStub),
-        mVpWidth(0),
-        mVpHeight(0),
-        mFramebufferImageCacheSize(args.imageCacheSize),
-        mPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) {
-    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
-    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
-
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-    glPixelStorei(GL_PACK_ALIGNMENT, 4);
-
-    // Initialize protected EGL Context.
-    if (mProtectedEGLContext != EGL_NO_CONTEXT) {
-        EGLBoolean success = eglMakeCurrent(display, mProtectedStubSurface, mProtectedStubSurface,
-                                            mProtectedEGLContext);
-        ALOGE_IF(!success, "can't make protected context current");
-        glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-        glPixelStorei(GL_PACK_ALIGNMENT, 4);
-        success = eglMakeCurrent(display, mStubSurface, mStubSurface, mEGLContext);
-        LOG_ALWAYS_FATAL_IF(!success, "can't make default context current");
-    }
-
-    // mColorBlindnessCorrection = M;
-
-    const ColorSpace srgb(ColorSpace::sRGB());
-    const ColorSpace displayP3(ColorSpace::DisplayP3());
-    const ColorSpace bt2020(ColorSpace::BT2020());
-
-    // no chromatic adaptation needed since all color spaces use D65 for their white points.
-    mSrgbToXyz = mat4(srgb.getRGBtoXYZ());
-    mDisplayP3ToXyz = mat4(displayP3.getRGBtoXYZ());
-    mBt2020ToXyz = mat4(bt2020.getRGBtoXYZ());
-    mXyzToSrgb = mat4(srgb.getXYZtoRGB());
-    mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
-    mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
-
-    // Compute sRGB to Display P3 and BT2020 transform matrix.
-    // NOTE: For now, we are limiting output wide color space support to
-    // Display-P3 and BT2020 only.
-    mSrgbToDisplayP3 = mXyzToDisplayP3 * mSrgbToXyz;
-    mSrgbToBt2020 = mXyzToBt2020 * mSrgbToXyz;
-
-    // Compute Display P3 to sRGB and BT2020 transform matrix.
-    mDisplayP3ToSrgb = mXyzToSrgb * mDisplayP3ToXyz;
-    mDisplayP3ToBt2020 = mXyzToBt2020 * mDisplayP3ToXyz;
-
-    // Compute BT2020 to sRGB and Display P3 transform matrix
-    mBt2020ToSrgb = mXyzToSrgb * mBt2020ToXyz;
-    mBt2020ToDisplayP3 = mXyzToDisplayP3 * mBt2020ToXyz;
-
-    char value[PROPERTY_VALUE_MAX];
-    property_get("debug.egl.traceGpuCompletion", value, "0");
-    if (atoi(value)) {
-        mTraceGpuCompletion = true;
-        mFlushTracer = std::make_unique<FlushTracer>(this);
-    }
-
-    if (args.supportsBackgroundBlur) {
-        mBlurFilter = new BlurFilter(*this);
-        checkErrors("BlurFilter creation");
-    }
-
-    mImageManager = std::make_unique<ImageManager>(this);
-    mImageManager->initThread();
-    mDrawingBuffer = createFramebuffer();
-    sp<GraphicBuffer> buf =
-            sp<GraphicBuffer>::make(1, 1, PIXEL_FORMAT_RGBA_8888, 1,
-                                    GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE,
-                                    "placeholder");
-
-    const status_t err = buf->initCheck();
-    if (err != OK) {
-        ALOGE("Error allocating placeholder buffer: %d", err);
-        return;
-    }
-    mPlaceholderBuffer = buf.get();
-    EGLint attributes[] = {
-            EGL_NONE,
-    };
-    mPlaceholderImage = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
-                                          mPlaceholderBuffer, attributes);
-    ALOGE_IF(mPlaceholderImage == EGL_NO_IMAGE_KHR, "Failed to create placeholder image: %#x",
-             eglGetError());
-
-    mShadowTexture = std::make_unique<GLShadowTexture>();
-}
-
-GLESRenderEngine::~GLESRenderEngine() {
-    // Destroy the image manager first.
-    mImageManager = nullptr;
-    mShadowTexture = nullptr;
-    cleanFramebufferCache();
-    ProgramCache::getInstance().purgeCaches();
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    glDisableVertexAttribArray(Program::position);
-    unbindFrameBuffer(mDrawingBuffer.get());
-    mDrawingBuffer = nullptr;
-    eglDestroyImageKHR(mEGLDisplay, mPlaceholderImage);
-    mImageCache.clear();
-    if (mStubSurface != EGL_NO_SURFACE) {
-        eglDestroySurface(mEGLDisplay, mStubSurface);
-    }
-    if (mProtectedStubSurface != EGL_NO_SURFACE) {
-        eglDestroySurface(mEGLDisplay, mProtectedStubSurface);
-    }
-    if (mEGLContext != EGL_NO_CONTEXT) {
-        eglDestroyContext(mEGLDisplay, mEGLContext);
-    }
-    if (mProtectedEGLContext != EGL_NO_CONTEXT) {
-        eglDestroyContext(mEGLDisplay, mProtectedEGLContext);
-    }
-    eglMakeCurrent(mEGLDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-    eglTerminate(mEGLDisplay);
-    eglReleaseThread();
-}
-
-std::unique_ptr<Framebuffer> GLESRenderEngine::createFramebuffer() {
-    return std::make_unique<GLFramebuffer>(*this);
-}
-
-std::unique_ptr<Image> GLESRenderEngine::createImage() {
-    return std::make_unique<GLImage>(*this);
-}
-
-Framebuffer* GLESRenderEngine::getFramebufferForDrawing() {
-    return mDrawingBuffer.get();
-}
-
-std::future<void> GLESRenderEngine::primeCache() {
-    ProgramCache::getInstance().primeCache(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
-                                           mPrecacheToneMapperShaderOnly);
-    return {};
-}
-
-base::unique_fd GLESRenderEngine::flush() {
-    ATRACE_CALL();
-    if (!GLExtensions::getInstance().hasNativeFenceSync()) {
-        return base::unique_fd();
-    }
-
-    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
-    if (sync == EGL_NO_SYNC_KHR) {
-        ALOGW("failed to create EGL native fence sync: %#x", eglGetError());
-        return base::unique_fd();
-    }
-
-    // native fence fd will not be populated until flush() is done.
-    glFlush();
-
-    // get the fence fd
-    base::unique_fd fenceFd(eglDupNativeFenceFDANDROID(mEGLDisplay, sync));
-    eglDestroySyncKHR(mEGLDisplay, sync);
-    if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
-        ALOGW("failed to dup EGL native fence sync: %#x", eglGetError());
-    }
-
-    // Only trace if we have a valid fence, as current usage falls back to
-    // calling finish() if the fence fd is invalid.
-    if (CC_UNLIKELY(mTraceGpuCompletion && mFlushTracer) && fenceFd.get() >= 0) {
-        mFlushTracer->queueSync(eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr));
-    }
-
-    return fenceFd;
-}
-
-bool GLESRenderEngine::finish() {
-    ATRACE_CALL();
-    if (!GLExtensions::getInstance().hasFenceSync()) {
-        ALOGW("no synchronization support");
-        return false;
-    }
-
-    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr);
-    if (sync == EGL_NO_SYNC_KHR) {
-        ALOGW("failed to create EGL fence sync: %#x", eglGetError());
-        return false;
-    }
-
-    if (CC_UNLIKELY(mTraceGpuCompletion && mFlushTracer)) {
-        mFlushTracer->queueSync(eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr));
-    }
-
-    return waitSync(sync, EGL_SYNC_FLUSH_COMMANDS_BIT_KHR);
-}
-
-bool GLESRenderEngine::waitSync(EGLSyncKHR sync, EGLint flags) {
-    EGLint result = eglClientWaitSyncKHR(mEGLDisplay, sync, flags, 2000000000 /*2 sec*/);
-    EGLint error = eglGetError();
-    eglDestroySyncKHR(mEGLDisplay, sync);
-    if (result != EGL_CONDITION_SATISFIED_KHR) {
-        if (result == EGL_TIMEOUT_EXPIRED_KHR) {
-            ALOGW("fence wait timed out");
-        } else {
-            ALOGW("error waiting on EGL fence: %#x", error);
-        }
-        return false;
-    }
-
-    return true;
-}
-
-bool GLESRenderEngine::waitFence(base::unique_fd fenceFd) {
-    if (!GLExtensions::getInstance().hasNativeFenceSync() ||
-        !GLExtensions::getInstance().hasWaitSync()) {
-        return false;
-    }
-
-    // release the fd and transfer the ownership to EGLSync
-    EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd.release(), EGL_NONE};
-    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
-    if (sync == EGL_NO_SYNC_KHR) {
-        ALOGE("failed to create EGL native fence sync: %#x", eglGetError());
-        return false;
-    }
-
-    // XXX: The spec draft is inconsistent as to whether this should return an
-    // EGLint or void.  Ignore the return value for now, as it's not strictly
-    // needed.
-    eglWaitSyncKHR(mEGLDisplay, sync, 0);
-    EGLint error = eglGetError();
-    eglDestroySyncKHR(mEGLDisplay, sync);
-    if (error != EGL_SUCCESS) {
-        ALOGE("failed to wait for EGL native fence sync: %#x", error);
-        return false;
-    }
-
-    return true;
-}
-
-void GLESRenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
-    ATRACE_CALL();
-    glDisable(GL_BLEND);
-    glClearColor(red, green, blue, alpha);
-    glClear(GL_COLOR_BUFFER_BIT);
-}
-
-void GLESRenderEngine::fillRegionWithColor(const Region& region, float red, float green, float blue,
-                                           float alpha) {
-    size_t c;
-    Rect const* r = region.getArray(&c);
-    Mesh mesh = Mesh::Builder()
-                        .setPrimitive(Mesh::TRIANGLES)
-                        .setVertices(c * 6 /* count */, 2 /* size */)
-                        .build();
-    Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
-    for (size_t i = 0; i < c; i++, r++) {
-        position[i * 6 + 0].x = r->left;
-        position[i * 6 + 0].y = r->top;
-        position[i * 6 + 1].x = r->left;
-        position[i * 6 + 1].y = r->bottom;
-        position[i * 6 + 2].x = r->right;
-        position[i * 6 + 2].y = r->bottom;
-        position[i * 6 + 3].x = r->left;
-        position[i * 6 + 3].y = r->top;
-        position[i * 6 + 4].x = r->right;
-        position[i * 6 + 4].y = r->bottom;
-        position[i * 6 + 5].x = r->right;
-        position[i * 6 + 5].y = r->top;
-    }
-    setupFillWithColor(red, green, blue, alpha);
-    drawMesh(mesh);
-}
-
-void GLESRenderEngine::setScissor(const Rect& region) {
-    glScissor(region.left, region.top, region.getWidth(), region.getHeight());
-    glEnable(GL_SCISSOR_TEST);
-}
-
-void GLESRenderEngine::disableScissor() {
-    glDisable(GL_SCISSOR_TEST);
-}
-
-void GLESRenderEngine::genTextures(size_t count, uint32_t* names) {
-    glGenTextures(count, names);
-}
-
-void GLESRenderEngine::deleteTextures(size_t count, uint32_t const* names) {
-    for (int i = 0; i < count; ++i) {
-        mTextureView.erase(names[i]);
-    }
-    glDeleteTextures(count, names);
-}
-
-void GLESRenderEngine::bindExternalTextureImage(uint32_t texName, const Image& image) {
-    ATRACE_CALL();
-    const GLImage& glImage = static_cast<const GLImage&>(image);
-    const GLenum target = GL_TEXTURE_EXTERNAL_OES;
-
-    glBindTexture(target, texName);
-    if (glImage.getEGLImage() != EGL_NO_IMAGE_KHR) {
-        glEGLImageTargetTexture2DOES(target, static_cast<GLeglImageOES>(glImage.getEGLImage()));
-    }
-}
-
-void GLESRenderEngine::bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer,
-                                                 const sp<Fence>& bufferFence) {
-    ATRACE_CALL();
-
-    bool found = false;
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        auto cachedImage = mImageCache.find(buffer->getId());
-        found = (cachedImage != mImageCache.end());
-    }
-
-    // If we couldn't find the image in the cache at this time, then either
-    // SurfaceFlinger messed up registering the buffer ahead of time or we got
-    // backed up creating other EGLImages.
-    if (!found) {
-        status_t cacheResult = mImageManager->cache(buffer);
-        if (cacheResult != NO_ERROR) {
-            ALOGE("Error with caching buffer: %d", cacheResult);
-            return;
-        }
-    }
-
-    // Whether or not we needed to cache, re-check mImageCache to make sure that
-    // there's an EGLImage. The current threading model guarantees that we don't
-    // destroy a cached image until it's really not needed anymore (i.e. this
-    // function should not be called), so the only possibility is that something
-    // terrible went wrong and we should just bind something and move on.
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        auto cachedImage = mImageCache.find(buffer->getId());
-
-        if (cachedImage == mImageCache.end()) {
-            // We failed creating the image if we got here, so bail out.
-            ALOGE("Failed to create an EGLImage when rendering");
-            bindExternalTextureImage(texName, *createImage());
-            return;
-        }
-
-        bindExternalTextureImage(texName, *cachedImage->second);
-        mTextureView.insert_or_assign(texName, buffer->getId());
-    }
-
-    // Wait for the new buffer to be ready.
-    if (bufferFence != nullptr && bufferFence->isValid()) {
-        if (GLExtensions::getInstance().hasWaitSync()) {
-            base::unique_fd fenceFd(bufferFence->dup());
-            if (fenceFd == -1) {
-                ALOGE("error dup'ing fence fd: %d", errno);
-                return;
-            }
-            if (!waitFence(std::move(fenceFd))) {
-                ALOGE("failed to wait on fence fd");
-                return;
-            }
-        } else {
-            status_t err = bufferFence->waitForever("RenderEngine::bindExternalTextureBuffer");
-            if (err != NO_ERROR) {
-                ALOGE("error waiting for fence: %d", err);
-                return;
-            }
-        }
-    }
-
-    return;
-}
-
-void GLESRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
-                                                bool /*isRenderable*/) {
-    ATRACE_CALL();
-    mImageManager->cacheAsync(buffer, nullptr);
-}
-
-std::shared_ptr<ImageManager::Barrier> GLESRenderEngine::cacheExternalTextureBufferForTesting(
-        const sp<GraphicBuffer>& buffer) {
-    auto barrier = std::make_shared<ImageManager::Barrier>();
-    mImageManager->cacheAsync(buffer, barrier);
-    return barrier;
-}
-
-status_t GLESRenderEngine::cacheExternalTextureBufferInternal(const sp<GraphicBuffer>& buffer) {
-    if (buffer == nullptr) {
-        return BAD_VALUE;
-    }
-
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        if (mImageCache.count(buffer->getId()) > 0) {
-            // If there's already an image then fail fast here.
-            return NO_ERROR;
-        }
-    }
-    ATRACE_CALL();
-
-    // Create the image without holding a lock so that we don't block anything.
-    std::unique_ptr<Image> newImage = createImage();
-
-    bool created = newImage->setNativeWindowBuffer(buffer->getNativeBuffer(),
-                                                   buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
-    if (!created) {
-        ALOGE("Failed to create image. id=%" PRIx64 " size=%ux%u st=%u usage=%#" PRIx64 " fmt=%d",
-              buffer->getId(), buffer->getWidth(), buffer->getHeight(), buffer->getStride(),
-              buffer->getUsage(), buffer->getPixelFormat());
-        return NO_INIT;
-    }
-
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        if (mImageCache.count(buffer->getId()) > 0) {
-            // In theory it's possible for another thread to recache the image,
-            // so bail out if another thread won.
-            return NO_ERROR;
-        }
-        mImageCache.insert(std::make_pair(buffer->getId(), std::move(newImage)));
-    }
-
-    return NO_ERROR;
-}
-
-void GLESRenderEngine::unmapExternalTextureBuffer(sp<GraphicBuffer>&& buffer) {
-    mImageManager->releaseAsync(buffer->getId(), nullptr);
-}
-
-std::shared_ptr<ImageManager::Barrier> GLESRenderEngine::unbindExternalTextureBufferForTesting(
-        uint64_t bufferId) {
-    auto barrier = std::make_shared<ImageManager::Barrier>();
-    mImageManager->releaseAsync(bufferId, barrier);
-    return barrier;
-}
-
-void GLESRenderEngine::unbindExternalTextureBufferInternal(uint64_t bufferId) {
-    std::unique_ptr<Image> image;
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        const auto& cachedImage = mImageCache.find(bufferId);
-
-        if (cachedImage != mImageCache.end()) {
-            ALOGV("Destroying image for buffer: %" PRIu64, bufferId);
-            // Move the buffer out of cache first, so that we can destroy
-            // without holding the cache's lock.
-            image = std::move(cachedImage->second);
-            mImageCache.erase(bufferId);
-            return;
-        }
-    }
-    ALOGV("Failed to find image for buffer: %" PRIu64, bufferId);
-}
-
-int GLESRenderEngine::getContextPriority() {
-    int value;
-    eglQueryContext(mEGLDisplay, mEGLContext, EGL_CONTEXT_PRIORITY_LEVEL_IMG, &value);
-    return value;
-}
-
-FloatRect GLESRenderEngine::setupLayerCropping(const LayerSettings& layer, Mesh& mesh) {
-    // Translate win by the rounded corners rect coordinates, to have all values in
-    // layer coordinate space.
-    FloatRect cropWin = layer.geometry.boundaries;
-    const FloatRect& roundedCornersCrop = layer.geometry.roundedCornersCrop;
-    cropWin.left -= roundedCornersCrop.left;
-    cropWin.right -= roundedCornersCrop.left;
-    cropWin.top -= roundedCornersCrop.top;
-    cropWin.bottom -= roundedCornersCrop.top;
-    Mesh::VertexArray<vec2> cropCoords(mesh.getCropCoordArray<vec2>());
-    cropCoords[0] = vec2(cropWin.left, cropWin.top);
-    cropCoords[1] = vec2(cropWin.left, cropWin.top + cropWin.getHeight());
-    cropCoords[2] = vec2(cropWin.right, cropWin.top + cropWin.getHeight());
-    cropCoords[3] = vec2(cropWin.right, cropWin.top);
-
-    setupCornerRadiusCropSize(roundedCornersCrop.getWidth(), roundedCornersCrop.getHeight());
-    return cropWin;
-}
-
-void GLESRenderEngine::handleRoundedCorners(const DisplaySettings& display,
-                                            const LayerSettings& layer, const Mesh& mesh) {
-    // We separate the layer into 3 parts essentially, such that we only turn on blending for the
-    // top rectangle and the bottom rectangle, and turn off blending for the middle rectangle.
-    FloatRect bounds = layer.geometry.roundedCornersCrop;
-
-    // Explicitly compute the transform from the clip rectangle to the physical
-    // display. Normally, this is done in glViewport but we explicitly compute
-    // it here so that we can get the scissor bounds correct.
-    const Rect& source = display.clip;
-    const Rect& destination = display.physicalDisplay;
-    // Here we compute the following transform:
-    // 1. Translate the top left corner of the source clip to (0, 0)
-    // 2. Rotate the clip rectangle about the origin in accordance with the
-    // orientation flag
-    // 3. Translate the top left corner back to the origin.
-    // 4. Scale the clip rectangle to the destination rectangle dimensions
-    // 5. Translate the top left corner to the destination rectangle's top left
-    // corner.
-    const mat4 translateSource = mat4::translate(vec4(-source.left, -source.top, 0, 1));
-    mat4 rotation;
-    int displacementX = 0;
-    int displacementY = 0;
-    float destinationWidth = static_cast<float>(destination.getWidth());
-    float destinationHeight = static_cast<float>(destination.getHeight());
-    float sourceWidth = static_cast<float>(source.getWidth());
-    float sourceHeight = static_cast<float>(source.getHeight());
-    const float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
-    switch (display.orientation) {
-        case ui::Transform::ROT_90:
-            rotation = mat4::rotate(rot90InRadians, vec3(0, 0, 1));
-            displacementX = source.getHeight();
-            std::swap(sourceHeight, sourceWidth);
-            break;
-        case ui::Transform::ROT_180:
-            rotation = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1));
-            displacementY = source.getHeight();
-            displacementX = source.getWidth();
-            break;
-        case ui::Transform::ROT_270:
-            rotation = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1));
-            displacementY = source.getWidth();
-            std::swap(sourceHeight, sourceWidth);
-            break;
-        default:
-            break;
-    }
-
-    const mat4 intermediateTranslation = mat4::translate(vec4(displacementX, displacementY, 0, 1));
-    const mat4 scale = mat4::scale(
-            vec4(destinationWidth / sourceWidth, destinationHeight / sourceHeight, 1, 1));
-    const mat4 translateDestination =
-            mat4::translate(vec4(destination.left, destination.top, 0, 1));
-    const mat4 globalTransform =
-            translateDestination * scale * intermediateTranslation * rotation * translateSource;
-
-    const mat4 transformMatrix = globalTransform * layer.geometry.positionTransform;
-    const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0);
-    const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0);
-    const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate;
-    const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate;
-    bounds = FloatRect(std::min(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
-                       std::min(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]),
-                       std::max(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
-                       std::max(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]));
-
-    // Finally, we cut the layer into 3 parts, with top and bottom parts having rounded corners
-    // and the middle part without rounded corners.
-    const int32_t radius = ceil(
-            (layer.geometry.roundedCornersRadius.x + layer.geometry.roundedCornersRadius.y) / 2.0);
-    const Rect topRect(bounds.left, bounds.top, bounds.right, bounds.top + radius);
-    setScissor(topRect);
-    drawMesh(mesh);
-    const Rect bottomRect(bounds.left, bounds.bottom - radius, bounds.right, bounds.bottom);
-    setScissor(bottomRect);
-    drawMesh(mesh);
-
-    // The middle part of the layer can turn off blending.
-    if (topRect.bottom < bottomRect.top) {
-        const Rect middleRect(bounds.left, bounds.top + radius, bounds.right,
-                              bounds.bottom - radius);
-        setScissor(middleRect);
-        mState.cornerRadius = 0.0;
-        disableBlending();
-        drawMesh(mesh);
-    }
-    disableScissor();
-}
-
-status_t GLESRenderEngine::bindFrameBuffer(Framebuffer* framebuffer) {
-    ATRACE_CALL();
-    GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(framebuffer);
-    EGLImageKHR eglImage = glFramebuffer->getEGLImage();
-    uint32_t textureName = glFramebuffer->getTextureName();
-    uint32_t framebufferName = glFramebuffer->getFramebufferName();
-
-    // Bind the texture and turn our EGLImage into a texture
-    glBindTexture(GL_TEXTURE_2D, textureName);
-    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)eglImage);
-
-    // Bind the Framebuffer to render into
-    glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
-
-    uint32_t glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-    ALOGE_IF(glStatus != GL_FRAMEBUFFER_COMPLETE_OES, "glCheckFramebufferStatusOES error %d",
-             glStatus);
-
-    return glStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
-}
-
-void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /*framebuffer*/) {
-    ATRACE_CALL();
-
-    // back to main framebuffer
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-}
-
-bool GLESRenderEngine::canSkipPostRenderCleanup() const {
-    return mPriorResourcesCleaned ||
-            (mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled);
-}
-
-void GLESRenderEngine::cleanupPostRender() {
-    ATRACE_CALL();
-
-    if (canSkipPostRenderCleanup()) {
-        // If we don't have a prior frame needing cleanup, then don't do anything.
-        return;
-    }
-
-    // Bind the texture to placeholder so that backing image data can be freed.
-    GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(getFramebufferForDrawing());
-    glFramebuffer->allocateBuffers(1, 1, mPlaceholderDrawBuffer);
-
-    // Release the cached fence here, so that we don't churn reallocations when
-    // we could no-op repeated calls of this method instead.
-    mLastDrawFence = nullptr;
-    mPriorResourcesCleaned = true;
-}
-
-void GLESRenderEngine::cleanFramebufferCache() {
-    std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
-    // Bind the texture to placeholder so that backing image data can be freed.
-    GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(getFramebufferForDrawing());
-    glFramebuffer->allocateBuffers(1, 1, mPlaceholderDrawBuffer);
-
-    while (!mFramebufferImageCache.empty()) {
-        EGLImageKHR expired = mFramebufferImageCache.front().second;
-        mFramebufferImageCache.pop_front();
-        eglDestroyImageKHR(mEGLDisplay, expired);
-        DEBUG_EGL_IMAGE_TRACKER_DESTROY();
-    }
-}
-
-void GLESRenderEngine::checkErrors() const {
-    checkErrors(nullptr);
-}
-
-void GLESRenderEngine::checkErrors(const char* tag) const {
-    do {
-        // there could be more than one error flag
-        GLenum error = glGetError();
-        if (error == GL_NO_ERROR) break;
-        if (tag == nullptr) {
-            ALOGE("GL error 0x%04x", int(error));
-        } else {
-            ALOGE("GL error: %s -> 0x%04x", tag, int(error));
-        }
-    } while (true);
-}
-
-bool GLESRenderEngine::supportsProtectedContent() const {
-    return mProtectedEGLContext != EGL_NO_CONTEXT;
-}
-
-void GLESRenderEngine::useProtectedContext(bool useProtectedContext) {
-    if (useProtectedContext == mInProtectedContext ||
-        (useProtectedContext && !supportsProtectedContent())) {
-        return;
-    }
-
-    const EGLSurface surface = useProtectedContext ? mProtectedStubSurface : mStubSurface;
-    const EGLContext context = useProtectedContext ? mProtectedEGLContext : mEGLContext;
-    if (eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE) {
-        mInProtectedContext = useProtectedContext;
-    }
-}
-EGLImageKHR GLESRenderEngine::createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer,
-                                                             bool isProtected,
-                                                             bool useFramebufferCache) {
-    sp<GraphicBuffer> graphicBuffer = GraphicBuffer::from(nativeBuffer);
-    if (useFramebufferCache) {
-        std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
-        for (const auto& image : mFramebufferImageCache) {
-            if (image.first == graphicBuffer->getId()) {
-                return image.second;
-            }
-        }
-    }
-    EGLint attributes[] = {
-            isProtected ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
-            isProtected ? EGL_TRUE : EGL_NONE,
-            EGL_NONE,
-    };
-    EGLImageKHR image = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
-                                          nativeBuffer, attributes);
-    if (useFramebufferCache) {
-        if (image != EGL_NO_IMAGE_KHR) {
-            std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
-            if (mFramebufferImageCache.size() >= mFramebufferImageCacheSize) {
-                EGLImageKHR expired = mFramebufferImageCache.front().second;
-                mFramebufferImageCache.pop_front();
-                eglDestroyImageKHR(mEGLDisplay, expired);
-                DEBUG_EGL_IMAGE_TRACKER_DESTROY();
-            }
-            mFramebufferImageCache.push_back({graphicBuffer->getId(), image});
-        }
-    }
-
-    if (image != EGL_NO_IMAGE_KHR) {
-        DEBUG_EGL_IMAGE_TRACKER_CREATE();
-    }
-    return image;
-}
-
-void GLESRenderEngine::drawLayersInternal(
-        const std::shared_ptr<std::promise<FenceResult>>&& resultPromise,
-        const DisplaySettings& display, const std::vector<LayerSettings>& layers,
-        const std::shared_ptr<ExternalTexture>& buffer, const bool useFramebufferCache,
-        base::unique_fd&& bufferFence) {
-    ATRACE_CALL();
-    if (layers.empty()) {
-        ALOGV("Drawing empty layer stack");
-        resultPromise->set_value(Fence::NO_FENCE);
-        return;
-    }
-
-    if (bufferFence.get() >= 0) {
-        // Duplicate the fence for passing to waitFence.
-        base::unique_fd bufferFenceDup(dup(bufferFence.get()));
-        if (bufferFenceDup < 0 || !waitFence(std::move(bufferFenceDup))) {
-            ATRACE_NAME("Waiting before draw");
-            sync_wait(bufferFence.get(), -1);
-        }
-    }
-
-    if (buffer == nullptr) {
-        ALOGE("No output buffer provided. Aborting GPU composition.");
-        resultPromise->set_value(base::unexpected(BAD_VALUE));
-        return;
-    }
-
-    validateOutputBufferUsage(buffer->getBuffer());
-
-    std::unique_ptr<BindNativeBufferAsFramebuffer> fbo;
-    // Gathering layers that requested blur, we'll need them to decide when to render to an
-    // offscreen buffer, and when to render to the native buffer.
-    std::deque<const LayerSettings> blurLayers;
-    if (CC_LIKELY(mBlurFilter != nullptr)) {
-        for (const auto& layer : layers) {
-            if (layer.backgroundBlurRadius > 0) {
-                blurLayers.push_back(layer);
-            }
-        }
-    }
-    const auto blurLayersSize = blurLayers.size();
-
-    if (blurLayersSize == 0) {
-        fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
-                                                              buffer->getBuffer()
-                                                                      .get()
-                                                                      ->getNativeBuffer(),
-                                                              useFramebufferCache);
-        if (fbo->getStatus() != NO_ERROR) {
-            ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
-                  buffer->getBuffer()->handle);
-            checkErrors();
-            resultPromise->set_value(base::unexpected(fbo->getStatus()));
-            return;
-        }
-        setViewportAndProjection(display.physicalDisplay, display.clip);
-    } else {
-        setViewportAndProjection(display.physicalDisplay, display.clip);
-        auto status =
-                mBlurFilter->setAsDrawTarget(display, blurLayers.front().backgroundBlurRadius);
-        if (status != NO_ERROR) {
-            ALOGE("Failed to prepare blur filter! Aborting GPU composition for buffer (%p).",
-                  buffer->getBuffer()->handle);
-            checkErrors();
-            resultPromise->set_value(base::unexpected(status));
-            return;
-        }
-    }
-
-    // clear the entire buffer, sometimes when we reuse buffers we'd persist
-    // ghost images otherwise.
-    // we also require a full transparent framebuffer for overlays. This is
-    // probably not quite efficient on all GPUs, since we could filter out
-    // opaque layers.
-    clearWithColor(0.0, 0.0, 0.0, 0.0);
-
-    setOutputDataSpace(display.outputDataspace);
-    setDisplayMaxLuminance(display.maxLuminance);
-    setDisplayColorTransform(display.colorTransform);
-
-    const mat4 projectionMatrix =
-            ui::Transform(display.orientation).asMatrix4() * mState.projectionMatrix;
-
-    Mesh mesh = Mesh::Builder()
-                        .setPrimitive(Mesh::TRIANGLE_FAN)
-                        .setVertices(4 /* count */, 2 /* size */)
-                        .setTexCoords(2 /* size */)
-                        .setCropCoords(2 /* size */)
-                        .build();
-    for (const auto& layer : layers) {
-        if (blurLayers.size() > 0 && blurLayers.front() == layer) {
-            blurLayers.pop_front();
-
-            auto status = mBlurFilter->prepare();
-            if (status != NO_ERROR) {
-                ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
-                      buffer->getBuffer()->handle);
-                checkErrors("Can't render first blur pass");
-                resultPromise->set_value(base::unexpected(status));
-                return;
-            }
-
-            if (blurLayers.size() == 0) {
-                // Done blurring, time to bind the native FBO and render our blur onto it.
-                fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
-                                                                      buffer.get()
-                                                                              ->getBuffer()
-                                                                              ->getNativeBuffer(),
-                                                                      useFramebufferCache);
-                status = fbo->getStatus();
-                setViewportAndProjection(display.physicalDisplay, display.clip);
-            } else {
-                // There's still something else to blur, so let's keep rendering to our FBO
-                // instead of to the display.
-                status = mBlurFilter->setAsDrawTarget(display,
-                                                      blurLayers.front().backgroundBlurRadius);
-            }
-            if (status != NO_ERROR) {
-                ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
-                      buffer->getBuffer()->handle);
-                checkErrors("Can't bind native framebuffer");
-                resultPromise->set_value(base::unexpected(status));
-                return;
-            }
-
-            status = mBlurFilter->render(blurLayersSize > 1);
-            if (status != NO_ERROR) {
-                ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
-                      buffer->getBuffer()->handle);
-                checkErrors("Can't render blur filter");
-                resultPromise->set_value(base::unexpected(status));
-                return;
-            }
-        }
-
-        // Ensure luminance is at least 100 nits to avoid div-by-zero
-        const float maxLuminance = std::max(100.f, layer.source.buffer.maxLuminanceNits);
-        mState.maxMasteringLuminance = maxLuminance;
-        mState.maxContentLuminance = maxLuminance;
-        mState.projectionMatrix = projectionMatrix * layer.geometry.positionTransform;
-
-        const FloatRect bounds = layer.geometry.boundaries;
-        Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
-        position[0] = vec2(bounds.left, bounds.top);
-        position[1] = vec2(bounds.left, bounds.bottom);
-        position[2] = vec2(bounds.right, bounds.bottom);
-        position[3] = vec2(bounds.right, bounds.top);
-
-        setupLayerCropping(layer, mesh);
-        setColorTransform(layer.colorTransform);
-
-        bool usePremultipliedAlpha = true;
-        bool disableTexture = true;
-        bool isOpaque = false;
-        if (layer.source.buffer.buffer != nullptr) {
-            disableTexture = false;
-            isOpaque = layer.source.buffer.isOpaque;
-
-            sp<GraphicBuffer> gBuf = layer.source.buffer.buffer->getBuffer();
-            validateInputBufferUsage(gBuf);
-            bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
-                                      layer.source.buffer.fence);
-
-            usePremultipliedAlpha = layer.source.buffer.usePremultipliedAlpha;
-            Texture texture(Texture::TEXTURE_EXTERNAL, layer.source.buffer.textureName);
-            mat4 texMatrix = layer.source.buffer.textureTransform;
-
-            texture.setMatrix(texMatrix.asArray());
-            texture.setFiltering(layer.source.buffer.useTextureFiltering);
-
-            texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
-
-            renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
-            texCoords[0] = vec2(0.0, 0.0);
-            texCoords[1] = vec2(0.0, 1.0);
-            texCoords[2] = vec2(1.0, 1.0);
-            texCoords[3] = vec2(1.0, 0.0);
-            setupLayerTexturing(texture);
-
-            // Do not cache protected EGLImage, protected memory is limited.
-            if (gBuf->getUsage() & GRALLOC_USAGE_PROTECTED) {
-                unmapExternalTextureBuffer(std::move(gBuf));
-            }
-        }
-
-        const half3 solidColor = layer.source.solidColor;
-        const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
-        const float radius =
-                (layer.geometry.roundedCornersRadius.x + layer.geometry.roundedCornersRadius.y) /
-                2.0f;
-        // Buffer sources will have a black solid color ignored in the shader,
-        // so in that scenario the solid color passed here is arbitrary.
-        setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color, radius);
-        if (layer.disableBlending) {
-            glDisable(GL_BLEND);
-        }
-        setSourceDataSpace(layer.sourceDataspace);
-
-        if (layer.shadow.length > 0.0f) {
-            handleShadow(layer.geometry.boundaries, radius, layer.shadow);
-        }
-        // We only want to do a special handling for rounded corners when having rounded corners
-        // is the only reason it needs to turn on blending, otherwise, we handle it like the
-        // usual way since it needs to turn on blending anyway.
-        else if (radius > 0.0 && color.a >= 1.0f && isOpaque) {
-            handleRoundedCorners(display, layer, mesh);
-        } else {
-            drawMesh(mesh);
-        }
-
-        // Cleanup if there's a buffer source
-        if (layer.source.buffer.buffer != nullptr) {
-            disableBlending();
-            disableTexturing();
-        }
-    }
-
-    base::unique_fd drawFence = flush();
-
-    // If flush failed or we don't support native fences, we need to force the
-    // gl command stream to be executed.
-    if (drawFence.get() < 0) {
-        bool success = finish();
-        if (!success) {
-            ALOGE("Failed to flush RenderEngine commands");
-            checkErrors();
-            // Chances are, something illegal happened (either the caller passed
-            // us bad parameters, or we messed up our shader generation).
-            resultPromise->set_value(base::unexpected(INVALID_OPERATION));
-            return;
-        }
-        mLastDrawFence = nullptr;
-    } else {
-        // The caller takes ownership of drawFence, so we need to duplicate the
-        // fd here.
-        mLastDrawFence = new Fence(dup(drawFence.get()));
-    }
-    mPriorResourcesCleaned = false;
-
-    checkErrors();
-    resultPromise->set_value(sp<Fence>::make(std::move(drawFence)));
-}
-
-void GLESRenderEngine::setViewportAndProjection(Rect viewport, Rect clip) {
-    ATRACE_CALL();
-    mVpWidth = viewport.getWidth();
-    mVpHeight = viewport.getHeight();
-
-    // We pass the the top left corner instead of the bottom left corner,
-    // because since we're rendering off-screen first.
-    glViewport(viewport.left, viewport.top, mVpWidth, mVpHeight);
-
-    mState.projectionMatrix = mat4::ortho(clip.left, clip.right, clip.top, clip.bottom, 0, 1);
-}
-
-void GLESRenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
-                                          const half4& color, float cornerRadius) {
-    mState.isPremultipliedAlpha = premultipliedAlpha;
-    mState.isOpaque = opaque;
-    mState.color = color;
-    mState.cornerRadius = cornerRadius;
-
-    if (disableTexture) {
-        mState.textureEnabled = false;
-    }
-
-    if (color.a < 1.0f || !opaque || cornerRadius > 0.0f) {
-        glEnable(GL_BLEND);
-        glBlendFuncSeparate(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
-                            GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-    } else {
-        glDisable(GL_BLEND);
-    }
-}
-
-void GLESRenderEngine::setSourceDataSpace(Dataspace source) {
-    mDataSpace = source;
-}
-
-void GLESRenderEngine::setOutputDataSpace(Dataspace dataspace) {
-    mOutputDataSpace = dataspace;
-}
-
-void GLESRenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
-    mState.displayMaxLuminance = maxLuminance;
-}
-
-void GLESRenderEngine::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.texture = texture;
-    mState.textureEnabled = true;
-}
-
-void GLESRenderEngine::setColorTransform(const mat4& colorTransform) {
-    mState.colorMatrix = colorTransform;
-}
-
-void GLESRenderEngine::setDisplayColorTransform(const mat4& colorTransform) {
-    mState.displayColorMatrix = colorTransform;
-}
-
-void GLESRenderEngine::disableTexturing() {
-    mState.textureEnabled = false;
-}
-
-void GLESRenderEngine::disableBlending() {
-    glDisable(GL_BLEND);
-}
-
-void GLESRenderEngine::setupFillWithColor(float r, float g, float b, float a) {
-    mState.isPremultipliedAlpha = true;
-    mState.isOpaque = false;
-    mState.color = half4(r, g, b, a);
-    mState.textureEnabled = false;
-    glDisable(GL_BLEND);
-}
-
-void GLESRenderEngine::setupCornerRadiusCropSize(float width, float height) {
-    mState.cropSize = half2(width, height);
-}
-
-void GLESRenderEngine::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());
-
-    if (mState.cornerRadius > 0.0f) {
-        glEnableVertexAttribArray(Program::cropCoords);
-        glVertexAttribPointer(Program::cropCoords, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
-                              mesh.getByteStride(), mesh.getCropCoords());
-    }
-
-    if (mState.drawShadows) {
-        glEnableVertexAttribArray(Program::shadowColor);
-        glVertexAttribPointer(Program::shadowColor, mesh.getShadowColorSize(), GL_FLOAT, GL_FALSE,
-                              mesh.getByteStride(), mesh.getShadowColor());
-
-        glEnableVertexAttribArray(Program::shadowParams);
-        glVertexAttribPointer(Program::shadowParams, mesh.getShadowParamsSize(), GL_FLOAT, GL_FALSE,
-                              mesh.getByteStride(), mesh.getShadowParams());
-    }
-
-    Description managedState = mState;
-    // 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.
-    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();
-
-    // NOTE: if the input standard of the input dataspace is not STANDARD_DCI_P3 or
-    // STANDARD_BT2020, it will be  treated as STANDARD_BT709
-    if (inputStandard != Dataspace::STANDARD_DCI_P3 &&
-        inputStandard != Dataspace::STANDARD_BT2020) {
-        inputStandard = Dataspace::STANDARD_BT709;
-    }
-
-    if (needsXYZConversion) {
-        // The supported input color spaces are standard RGB, Display P3 and BT2020.
-        switch (inputStandard) {
-            case Dataspace::STANDARD_DCI_P3:
-                managedState.inputTransformMatrix = mDisplayP3ToXyz;
-                break;
-            case Dataspace::STANDARD_BT2020:
-                managedState.inputTransformMatrix = mBt2020ToXyz;
-                break;
-            default:
-                managedState.inputTransformMatrix = mSrgbToXyz;
-                break;
-        }
-
-        // The supported output color spaces are BT2020, Display P3 and standard RGB.
-        switch (outputStandard) {
-            case Dataspace::STANDARD_BT2020:
-                managedState.outputTransformMatrix = mXyzToBt2020;
-                break;
-            case Dataspace::STANDARD_DCI_P3:
-                managedState.outputTransformMatrix = mXyzToDisplayP3;
-                break;
-            default:
-                managedState.outputTransformMatrix = 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
-        // - BT2020
-        // The output data spaces could be
-        // - sRGB
-        // - Display P3
-        // - BT2020
-        switch (outputStandard) {
-            case Dataspace::STANDARD_BT2020:
-                if (inputStandard == Dataspace::STANDARD_BT709) {
-                    managedState.outputTransformMatrix = mSrgbToBt2020;
-                } else if (inputStandard == Dataspace::STANDARD_DCI_P3) {
-                    managedState.outputTransformMatrix = mDisplayP3ToBt2020;
-                }
-                break;
-            case Dataspace::STANDARD_DCI_P3:
-                if (inputStandard == Dataspace::STANDARD_BT709) {
-                    managedState.outputTransformMatrix = mSrgbToDisplayP3;
-                } else if (inputStandard == Dataspace::STANDARD_BT2020) {
-                    managedState.outputTransformMatrix = mBt2020ToDisplayP3;
-                }
-                break;
-            default:
-                if (inputStandard == Dataspace::STANDARD_DCI_P3) {
-                    managedState.outputTransformMatrix = mDisplayP3ToSrgb;
-                } else if (inputStandard == Dataspace::STANDARD_BT2020) {
-                    managedState.outputTransformMatrix = mBt2020ToSrgb;
-                }
-                break;
-        }
-    }
-
-    // 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) {
-        managedState.inputTransferFunction =
-                Description::dataSpaceToTransferFunction(inputTransfer);
-        managedState.outputTransferFunction =
-                Description::dataSpaceToTransferFunction(outputTransfer);
-    }
-
-    ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
-                                           managedState);
-
-    if (mState.drawShadows) {
-        glDrawElements(mesh.getPrimitive(), mesh.getIndexCount(), GL_UNSIGNED_SHORT,
-                       mesh.getIndices());
-    } else {
-        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);
-    }
-
-    if (mesh.getTexCoordsSize()) {
-        glDisableVertexAttribArray(Program::texCoords);
-    }
-
-    if (mState.cornerRadius > 0.0f) {
-        glDisableVertexAttribArray(Program::cropCoords);
-    }
-
-    if (mState.drawShadows) {
-        glDisableVertexAttribArray(Program::shadowColor);
-        glDisableVertexAttribArray(Program::shadowParams);
-    }
-}
-
-size_t GLESRenderEngine::getMaxTextureSize() const {
-    return mMaxTextureSize;
-}
-
-size_t GLESRenderEngine::getMaxViewportDims() const {
-    return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
-}
-
-void GLESRenderEngine::dump(std::string& result) {
-    const GLExtensions& extensions = GLExtensions::getInstance();
-    ProgramCache& cache = ProgramCache::getInstance();
-
-    StringAppendF(&result, "EGL implementation : %s\n", extensions.getEGLVersion());
-    StringAppendF(&result, "%s\n", extensions.getEGLExtensions());
-    StringAppendF(&result, "GLES: %s, %s, %s\n", extensions.getVendor(), extensions.getRenderer(),
-                  extensions.getVersion());
-    StringAppendF(&result, "%s\n", extensions.getExtensions());
-    StringAppendF(&result, "RenderEngine supports protected context: %d\n",
-                  supportsProtectedContent());
-    StringAppendF(&result, "RenderEngine is in protected context: %d\n", mInProtectedContext);
-    StringAppendF(&result, "RenderEngine program cache size for unprotected context: %zu\n",
-                  cache.getSize(mEGLContext));
-    StringAppendF(&result, "RenderEngine program cache size for protected context: %zu\n",
-                  cache.getSize(mProtectedEGLContext));
-    StringAppendF(&result, "RenderEngine last dataspace conversion: (%s) to (%s)\n",
-                  dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
-                  dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
-    {
-        std::lock_guard<std::mutex> lock(mRenderingMutex);
-        StringAppendF(&result, "RenderEngine image cache size: %zu\n", mImageCache.size());
-        StringAppendF(&result, "Dumping buffer ids...\n");
-        for (const auto& [id, unused] : mImageCache) {
-            StringAppendF(&result, "0x%" PRIx64 "\n", id);
-        }
-    }
-    {
-        std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
-        StringAppendF(&result, "RenderEngine framebuffer image cache size: %zu\n",
-                      mFramebufferImageCache.size());
-        StringAppendF(&result, "Dumping buffer ids...\n");
-        for (const auto& [id, unused] : mFramebufferImageCache) {
-            StringAppendF(&result, "0x%" PRIx64 "\n", id);
-        }
-    }
-}
-
-GLESRenderEngine::GlesVersion GLESRenderEngine::parseGlesVersion(const char* str) {
-    int major, minor;
-    if (sscanf(str, "OpenGL ES-CM %d.%d", &major, &minor) != 2) {
-        if (sscanf(str, "OpenGL ES %d.%d", &major, &minor) != 2) {
-            ALOGW("Unable to parse GL_VERSION string: \"%s\"", str);
-            return GLES_VERSION_1_0;
-        }
-    }
-
-    if (major == 1 && minor == 0) return GLES_VERSION_1_0;
-    if (major == 1 && minor >= 1) return GLES_VERSION_1_1;
-    if (major == 2 && minor >= 0) return GLES_VERSION_2_0;
-    if (major == 3 && minor >= 0) return GLES_VERSION_3_0;
-
-    ALOGW("Unrecognized OpenGL ES version: %d.%d", major, minor);
-    return GLES_VERSION_1_0;
-}
-
-EGLContext GLESRenderEngine::createEglContext(EGLDisplay display, EGLConfig config,
-                                              EGLContext shareContext,
-                                              std::optional<ContextPriority> contextPriority,
-                                              Protection protection) {
-    EGLint renderableType = 0;
-    if (config == EGL_NO_CONFIG) {
-        renderableType = EGL_OPENGL_ES3_BIT;
-    } else if (!eglGetConfigAttrib(display, config, EGL_RENDERABLE_TYPE, &renderableType)) {
-        LOG_ALWAYS_FATAL("can't query EGLConfig RENDERABLE_TYPE");
-    }
-    EGLint contextClientVersion = 0;
-    if (renderableType & EGL_OPENGL_ES3_BIT) {
-        contextClientVersion = 3;
-    } else if (renderableType & EGL_OPENGL_ES2_BIT) {
-        contextClientVersion = 2;
-    } else if (renderableType & EGL_OPENGL_ES_BIT) {
-        contextClientVersion = 1;
-    } else {
-        LOG_ALWAYS_FATAL("no supported EGL_RENDERABLE_TYPEs");
-    }
-
-    std::vector<EGLint> contextAttributes;
-    contextAttributes.reserve(7);
-    contextAttributes.push_back(EGL_CONTEXT_CLIENT_VERSION);
-    contextAttributes.push_back(contextClientVersion);
-    if (contextPriority) {
-        contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
-        switch (*contextPriority) {
-            case ContextPriority::REALTIME:
-                contextAttributes.push_back(EGL_CONTEXT_PRIORITY_REALTIME_NV);
-                break;
-            case ContextPriority::MEDIUM:
-                contextAttributes.push_back(EGL_CONTEXT_PRIORITY_MEDIUM_IMG);
-                break;
-            case ContextPriority::LOW:
-                contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LOW_IMG);
-                break;
-            case ContextPriority::HIGH:
-            default:
-                contextAttributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
-                break;
-        }
-    }
-    if (protection == Protection::PROTECTED) {
-        contextAttributes.push_back(EGL_PROTECTED_CONTENT_EXT);
-        contextAttributes.push_back(EGL_TRUE);
-    }
-    contextAttributes.push_back(EGL_NONE);
-
-    EGLContext context = eglCreateContext(display, config, shareContext, contextAttributes.data());
-
-    if (contextClientVersion == 3 && context == EGL_NO_CONTEXT) {
-        // eglGetConfigAttrib indicated we can create GLES 3 context, but we failed, thus
-        // EGL_NO_CONTEXT so that we can abort.
-        if (config != EGL_NO_CONFIG) {
-            return context;
-        }
-        // If |config| is EGL_NO_CONFIG, we speculatively try to create GLES 3 context, so we should
-        // try to fall back to GLES 2.
-        contextAttributes[1] = 2;
-        context = eglCreateContext(display, config, shareContext, contextAttributes.data());
-    }
-
-    return context;
-}
-
-EGLSurface GLESRenderEngine::createStubEglPbufferSurface(EGLDisplay display, EGLConfig config,
-                                                         int hwcFormat, Protection protection) {
-    EGLConfig stubConfig = config;
-    if (stubConfig == EGL_NO_CONFIG) {
-        stubConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
-    }
-    std::vector<EGLint> attributes;
-    attributes.reserve(7);
-    attributes.push_back(EGL_WIDTH);
-    attributes.push_back(1);
-    attributes.push_back(EGL_HEIGHT);
-    attributes.push_back(1);
-    if (protection == Protection::PROTECTED) {
-        attributes.push_back(EGL_PROTECTED_CONTENT_EXT);
-        attributes.push_back(EGL_TRUE);
-    }
-    attributes.push_back(EGL_NONE);
-
-    return eglCreatePbufferSurface(display, stubConfig, attributes.data());
-}
-
-bool GLESRenderEngine::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 GLESRenderEngine::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;
-}
-
-bool GLESRenderEngine::isImageCachedForTesting(uint64_t bufferId) {
-    std::lock_guard<std::mutex> lock(mRenderingMutex);
-    const auto& cachedImage = mImageCache.find(bufferId);
-    return cachedImage != mImageCache.end();
-}
-
-bool GLESRenderEngine::isTextureNameKnownForTesting(uint32_t texName) {
-    const auto& entry = mTextureView.find(texName);
-    return entry != mTextureView.end();
-}
-
-std::optional<uint64_t> GLESRenderEngine::getBufferIdForTextureNameForTesting(uint32_t texName) {
-    const auto& entry = mTextureView.find(texName);
-    return entry != mTextureView.end() ? entry->second : std::nullopt;
-}
-
-bool GLESRenderEngine::isFramebufferImageCachedForTesting(uint64_t bufferId) {
-    std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
-    return std::any_of(mFramebufferImageCache.cbegin(), mFramebufferImageCache.cend(),
-                       [=](std::pair<uint64_t, EGLImageKHR> image) {
-                           return image.first == bufferId;
-                       });
-}
-
-// FlushTracer implementation
-GLESRenderEngine::FlushTracer::FlushTracer(GLESRenderEngine* engine) : mEngine(engine) {
-    mThread = std::thread(&GLESRenderEngine::FlushTracer::loop, this);
-}
-
-GLESRenderEngine::FlushTracer::~FlushTracer() {
-    {
-        std::lock_guard<std::mutex> lock(mMutex);
-        mRunning = false;
-    }
-    mCondition.notify_all();
-    if (mThread.joinable()) {
-        mThread.join();
-    }
-}
-
-void GLESRenderEngine::FlushTracer::queueSync(EGLSyncKHR sync) {
-    std::lock_guard<std::mutex> lock(mMutex);
-    char name[64];
-    const uint64_t frameNum = mFramesQueued++;
-    snprintf(name, sizeof(name), "Queueing sync for frame: %lu",
-             static_cast<unsigned long>(frameNum));
-    ATRACE_NAME(name);
-    mQueue.push({sync, frameNum});
-    ATRACE_INT("GPU Frames Outstanding", mQueue.size());
-    mCondition.notify_one();
-}
-
-void GLESRenderEngine::FlushTracer::loop() {
-    while (mRunning) {
-        QueueEntry entry;
-        {
-            std::lock_guard<std::mutex> lock(mMutex);
-
-            mCondition.wait(mMutex,
-                            [&]() REQUIRES(mMutex) { return !mQueue.empty() || !mRunning; });
-
-            if (!mRunning) {
-                // if mRunning is false, then FlushTracer is being destroyed, so
-                // bail out now.
-                break;
-            }
-            entry = mQueue.front();
-            mQueue.pop();
-        }
-        {
-            char name[64];
-            snprintf(name, sizeof(name), "waiting for frame %lu",
-                     static_cast<unsigned long>(entry.mFrameNum));
-            ATRACE_NAME(name);
-            mEngine->waitSync(entry.mSync, 0);
-        }
-    }
-}
-
-void GLESRenderEngine::handleShadow(const FloatRect& casterRect, float casterCornerRadius,
-                                    const ShadowSettings& settings) {
-    ATRACE_CALL();
-    const float casterZ = settings.length / 2.0f;
-    const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ,
-                                          settings.casterIsTranslucent, settings.ambientColor,
-                                          settings.spotColor, settings.lightPos,
-                                          settings.lightRadius);
-
-    // setup mesh for both shadows
-    Mesh mesh = Mesh::Builder()
-                        .setPrimitive(Mesh::TRIANGLES)
-                        .setVertices(shadows.getVertexCount(), 2 /* size */)
-                        .setShadowAttrs()
-                        .setIndices(shadows.getIndexCount())
-                        .build();
-
-    Mesh::VertexArray<vec2> position = mesh.getPositionArray<vec2>();
-    Mesh::VertexArray<vec4> shadowColor = mesh.getShadowColorArray<vec4>();
-    Mesh::VertexArray<vec3> shadowParams = mesh.getShadowParamsArray<vec3>();
-    shadows.fillVertices(position, shadowColor, shadowParams);
-    shadows.fillIndices(mesh.getIndicesArray());
-
-    mState.cornerRadius = 0.0f;
-    mState.drawShadows = true;
-    setupLayerTexturing(mShadowTexture->getTexture());
-    drawMesh(mesh);
-    mState.drawShadows = false;
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
deleted file mode 100644
index f5368d4..0000000
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ /dev/null
@@ -1,308 +0,0 @@
-/*
- * 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_GLESRENDERENGINE_H_
-#define SF_GLESRENDERENGINE_H_
-
-#include <condition_variable>
-#include <deque>
-#include <mutex>
-#include <queue>
-#include <thread>
-#include <unordered_map>
-
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include <GLES2/gl2.h>
-#include <android-base/thread_annotations.h>
-#include <renderengine/RenderEngine.h>
-#include <renderengine/private/Description.h>
-#include <sys/types.h>
-#include <ui/FenceResult.h>
-#include "GLShadowTexture.h"
-#include "ImageManager.h"
-
-#define EGL_NO_CONFIG ((EGLConfig)0)
-
-namespace android {
-
-namespace renderengine {
-
-class Mesh;
-class Texture;
-
-namespace gl {
-
-class GLImage;
-class BlurFilter;
-
-class GLESRenderEngine : public RenderEngine {
-public:
-    static std::unique_ptr<GLESRenderEngine> create(const RenderEngineCreationArgs& args);
-
-    GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display, EGLConfig config,
-                     EGLContext ctxt, EGLSurface stub, EGLContext protectedContext,
-                     EGLSurface protectedStub);
-    ~GLESRenderEngine() override EXCLUDES(mRenderingMutex);
-
-    std::future<void> primeCache() override;
-    void genTextures(size_t count, uint32_t* names) override;
-    void deleteTextures(size_t count, uint32_t const* names) override;
-    bool isProtected() const { return mInProtectedContext; }
-    bool supportsProtectedContent() const override;
-    void useProtectedContext(bool useProtectedContext) override;
-    void cleanupPostRender() override;
-    int getContextPriority() override;
-    bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
-    void onActiveDisplaySizeChanged(ui::Size size) override {}
-
-    EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
-    // Creates an output image for rendering to
-    EGLImageKHR createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer, bool isProtected,
-                                               bool useFramebufferCache)
-            EXCLUDES(mFramebufferImageCacheMutex);
-
-    // Test-only methods
-    // Returns true iff mImageCache contains an image keyed by bufferId
-    bool isImageCachedForTesting(uint64_t bufferId) EXCLUDES(mRenderingMutex);
-    // Returns true iff texName was previously generated by RenderEngine and was
-    // not destroyed.
-    bool isTextureNameKnownForTesting(uint32_t texName);
-    // Returns the buffer ID of the content bound to texName, or nullopt if no
-    // such mapping exists.
-    std::optional<uint64_t> getBufferIdForTextureNameForTesting(uint32_t texName);
-    // Returns true iff mFramebufferImageCache contains an image keyed by bufferId
-    bool isFramebufferImageCachedForTesting(uint64_t bufferId)
-            EXCLUDES(mFramebufferImageCacheMutex);
-    // These are wrappers around public methods above, but exposing Barrier
-    // objects so that tests can block.
-    std::shared_ptr<ImageManager::Barrier> cacheExternalTextureBufferForTesting(
-            const sp<GraphicBuffer>& buffer);
-    std::shared_ptr<ImageManager::Barrier> unbindExternalTextureBufferForTesting(uint64_t bufferId);
-
-protected:
-    Framebuffer* getFramebufferForDrawing();
-    void dump(std::string& result) override EXCLUDES(mRenderingMutex)
-            EXCLUDES(mFramebufferImageCacheMutex);
-    size_t getMaxTextureSize() const override;
-    size_t getMaxViewportDims() const override;
-    void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable)
-            EXCLUDES(mRenderingMutex);
-    void unmapExternalTextureBuffer(sp<GraphicBuffer>&& buffer) EXCLUDES(mRenderingMutex);
-    bool canSkipPostRenderCleanup() const override;
-    void drawLayersInternal(const std::shared_ptr<std::promise<FenceResult>>&& resultPromise,
-                            const DisplaySettings& display,
-                            const std::vector<LayerSettings>& layers,
-                            const std::shared_ptr<ExternalTexture>& buffer,
-                            const bool useFramebufferCache, base::unique_fd&& bufferFence) override;
-
-private:
-    friend class BindNativeBufferAsFramebuffer;
-
-    enum GlesVersion {
-        GLES_VERSION_1_0 = 0x10000,
-        GLES_VERSION_1_1 = 0x10001,
-        GLES_VERSION_2_0 = 0x20000,
-        GLES_VERSION_3_0 = 0x30000,
-    };
-
-    static EGLConfig chooseEglConfig(EGLDisplay display, int format, bool logConfig);
-    static GlesVersion parseGlesVersion(const char* str);
-    static EGLContext createEglContext(EGLDisplay display, EGLConfig config,
-                                       EGLContext shareContext,
-                                       std::optional<ContextPriority> contextPriority,
-                                       Protection protection);
-    static std::optional<RenderEngine::ContextPriority> createContextPriority(
-            const RenderEngineCreationArgs& args);
-    static EGLSurface createStubEglPbufferSurface(EGLDisplay display, EGLConfig config,
-                                                  int hwcFormat, Protection protection);
-    std::unique_ptr<Framebuffer> createFramebuffer();
-    std::unique_ptr<Image> createImage();
-    void checkErrors() const;
-    void checkErrors(const char* tag) const;
-    void setScissor(const Rect& region);
-    void disableScissor();
-    bool waitSync(EGLSyncKHR sync, EGLint flags);
-    status_t cacheExternalTextureBufferInternal(const sp<GraphicBuffer>& buffer)
-            EXCLUDES(mRenderingMutex);
-    void unbindExternalTextureBufferInternal(uint64_t bufferId) EXCLUDES(mRenderingMutex);
-    status_t bindFrameBuffer(Framebuffer* framebuffer);
-    void unbindFrameBuffer(Framebuffer* framebuffer);
-    void bindExternalTextureImage(uint32_t texName, const Image& image);
-    void bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer,
-                                   const sp<Fence>& fence) EXCLUDES(mRenderingMutex);
-    void cleanFramebufferCache() EXCLUDES(mFramebufferImageCacheMutex) override;
-
-    // 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;
-    // Defines the viewport, and sets the projection matrix to the projection
-    // defined by the clip.
-    void setViewportAndProjection(Rect viewport, Rect clip);
-    // Evicts stale images from the buffer cache.
-    void evictImages(const std::vector<LayerSettings>& layers);
-    // Computes the cropping window for the layer and sets up cropping
-    // coordinates for the mesh.
-    FloatRect setupLayerCropping(const LayerSettings& layer, Mesh& mesh);
-
-    // We do a special handling for rounded corners when it's possible to turn off blending
-    // for the majority of the layer. The rounded corners needs to turn on blending such that
-    // we can set the alpha value correctly, however, only the corners need this, and since
-    // blending is an expensive operation, we want to turn off blending when it's not necessary.
-    void handleRoundedCorners(const DisplaySettings& display, const LayerSettings& layer,
-                              const Mesh& mesh);
-    base::unique_fd flush();
-    bool finish();
-    bool waitFence(base::unique_fd fenceFd);
-    void clearWithColor(float red, float green, float blue, float alpha);
-    void fillRegionWithColor(const Region& region, float red, float green, float blue, float alpha);
-    void handleShadow(const FloatRect& casterRect, float casterCornerRadius,
-                      const ShadowSettings& shadowSettings);
-    void setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
-                            const half4& color, float cornerRadius);
-    void setupLayerTexturing(const Texture& texture);
-    void setupFillWithColor(float r, float g, float b, float a);
-    void setColorTransform(const mat4& colorTransform);
-    void setDisplayColorTransform(const mat4& colorTransform);
-    void disableTexturing();
-    void disableBlending();
-    void setupCornerRadiusCropSize(float width, float height);
-
-    // HDR and color management related functions and state
-    void setSourceDataSpace(ui::Dataspace source);
-    void setOutputDataSpace(ui::Dataspace dataspace);
-    void setDisplayMaxLuminance(const float maxLuminance);
-
-    // drawing
-    void drawMesh(const Mesh& mesh);
-
-    EGLDisplay mEGLDisplay;
-    EGLConfig mEGLConfig;
-    EGLContext mEGLContext;
-    EGLSurface mStubSurface;
-    EGLContext mProtectedEGLContext;
-    EGLSurface mProtectedStubSurface;
-    GLint mMaxViewportDims[2];
-    GLint mMaxTextureSize;
-    GLuint mVpWidth;
-    GLuint mVpHeight;
-    Description mState;
-    std::unique_ptr<GLShadowTexture> mShadowTexture = nullptr;
-
-    mat4 mSrgbToXyz;
-    mat4 mDisplayP3ToXyz;
-    mat4 mBt2020ToXyz;
-    mat4 mXyzToSrgb;
-    mat4 mXyzToDisplayP3;
-    mat4 mXyzToBt2020;
-    mat4 mSrgbToDisplayP3;
-    mat4 mSrgbToBt2020;
-    mat4 mDisplayP3ToSrgb;
-    mat4 mDisplayP3ToBt2020;
-    mat4 mBt2020ToSrgb;
-    mat4 mBt2020ToDisplayP3;
-
-    bool mInProtectedContext = false;
-    // If set to true, then enables tracing flush() and finish() to systrace.
-    bool mTraceGpuCompletion = false;
-    // Maximum size of mFramebufferImageCache. If more images would be cached, then (approximately)
-    // the last recently used buffer should be kicked out.
-    uint32_t mFramebufferImageCacheSize = 0;
-
-    // Cache of output images, keyed by corresponding GraphicBuffer ID.
-    std::deque<std::pair<uint64_t, EGLImageKHR>> mFramebufferImageCache
-            GUARDED_BY(mFramebufferImageCacheMutex);
-    // The only reason why we have this mutex is so that we don't segfault when
-    // dumping info.
-    std::mutex mFramebufferImageCacheMutex;
-
-    // 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 only shaders performing tone mapping from HDR to SDR will be generated on
-    // primeCache().
-    const bool mPrecacheToneMapperShaderOnly = false;
-
-    // Cache of GL images that we'll store per GraphicBuffer ID
-    std::unordered_map<uint64_t, std::unique_ptr<Image>> mImageCache GUARDED_BY(mRenderingMutex);
-    std::unordered_map<uint32_t, std::optional<uint64_t>> mTextureView;
-
-    // Mutex guarding rendering operations, so that:
-    // 1. GL operations aren't interleaved, and
-    // 2. Internal state related to rendering that is potentially modified by
-    // multiple threads is guaranteed thread-safe.
-    std::mutex mRenderingMutex;
-
-    std::unique_ptr<Framebuffer> mDrawingBuffer;
-    // this is a 1x1 RGB buffer, but over-allocate in case a driver wants more
-    // memory or if it needs to satisfy alignment requirements. In this case:
-    // assume that each channel requires 4 bytes, and add 3 additional bytes to
-    // ensure that we align on a word. Allocating 16 bytes will provide a
-    // guarantee that we don't clobber memory.
-    uint32_t mPlaceholderDrawBuffer[4];
-    // Placeholder buffer and image, similar to mPlaceholderDrawBuffer, but
-    // instead these are intended for cleaning up texture memory with the
-    // GL_TEXTURE_EXTERNAL_OES target.
-    ANativeWindowBuffer* mPlaceholderBuffer = nullptr;
-    EGLImage mPlaceholderImage = EGL_NO_IMAGE_KHR;
-    sp<Fence> mLastDrawFence;
-    // Store a separate boolean checking if prior resources were cleaned up, as
-    // devices that don't support native sync fences can't rely on a last draw
-    // fence that doesn't exist.
-    bool mPriorResourcesCleaned = true;
-
-    // Blur effect processor, only instantiated when a layer requests it.
-    BlurFilter* mBlurFilter = nullptr;
-
-    class FlushTracer {
-    public:
-        FlushTracer(GLESRenderEngine* engine);
-        ~FlushTracer();
-        void queueSync(EGLSyncKHR sync) EXCLUDES(mMutex);
-
-        struct QueueEntry {
-            EGLSyncKHR mSync = nullptr;
-            uint64_t mFrameNum = 0;
-        };
-
-    private:
-        void loop();
-        GLESRenderEngine* const mEngine;
-        std::thread mThread;
-        std::condition_variable_any mCondition;
-        std::mutex mMutex;
-        std::queue<QueueEntry> mQueue GUARDED_BY(mMutex);
-        uint64_t mFramesQueued GUARDED_BY(mMutex) = 0;
-        bool mRunning = true;
-    };
-    friend class FlushTracer;
-    friend class ImageManager;
-    friend class GLFramebuffer;
-    friend class BlurFilter;
-    friend class GenericProgram;
-    std::unique_ptr<FlushTracer> mFlushTracer;
-    std::unique_ptr<ImageManager> mImageManager;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
-
-#endif /* SF_GLESRENDERENGINE_H_ */
diff --git a/libs/renderengine/gl/GLFramebuffer.cpp b/libs/renderengine/gl/GLFramebuffer.cpp
deleted file mode 100644
index 58d6caa..0000000
--- a/libs/renderengine/gl/GLFramebuffer.cpp
+++ /dev/null
@@ -1,115 +0,0 @@
-/*
- * 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.
- */
-
-#define ATRACE_TAG ATRACE_TAG_GRAPHICS
-
-#include "GLFramebuffer.h"
-
-#include <GLES/gl.h>
-#include <GLES/glext.h>
-#include <GLES2/gl2ext.h>
-#include <GLES3/gl3.h>
-#include <gui/DebugEGLImageTracker.h>
-#include <nativebase/nativebase.h>
-#include <utils/Trace.h>
-#include "GLESRenderEngine.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-GLFramebuffer::GLFramebuffer(GLESRenderEngine& engine)
-      : mEngine(engine), mEGLDisplay(engine.getEGLDisplay()), mEGLImage(EGL_NO_IMAGE_KHR) {
-    glGenTextures(1, &mTextureName);
-    glGenFramebuffers(1, &mFramebufferName);
-}
-
-GLFramebuffer::~GLFramebuffer() {
-    setNativeWindowBuffer(nullptr, false, false);
-    glDeleteFramebuffers(1, &mFramebufferName);
-    glDeleteTextures(1, &mTextureName);
-}
-
-bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
-                                          const bool useFramebufferCache) {
-    ATRACE_CALL();
-    if (mEGLImage != EGL_NO_IMAGE_KHR) {
-        if (!usingFramebufferCache) {
-            eglDestroyImageKHR(mEGLDisplay, mEGLImage);
-            DEBUG_EGL_IMAGE_TRACKER_DESTROY();
-        }
-        mEGLImage = EGL_NO_IMAGE_KHR;
-        mBufferWidth = 0;
-        mBufferHeight = 0;
-    }
-
-    if (nativeBuffer) {
-        mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected,
-                                                           useFramebufferCache);
-        if (mEGLImage == EGL_NO_IMAGE_KHR) {
-            return false;
-        }
-        usingFramebufferCache = useFramebufferCache;
-        mBufferWidth = nativeBuffer->width;
-        mBufferHeight = nativeBuffer->height;
-    }
-    return true;
-}
-
-void GLFramebuffer::allocateBuffers(uint32_t width, uint32_t height, void* data) {
-    ATRACE_CALL();
-
-    glBindTexture(GL_TEXTURE_2D, mTextureName);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
-
-    mBufferHeight = height;
-    mBufferWidth = width;
-    mEngine.checkErrors("Allocating Fbo texture");
-
-    bind();
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextureName, 0);
-    mStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-    unbind();
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    if (mStatus != GL_FRAMEBUFFER_COMPLETE) {
-        ALOGE("Frame buffer is not complete. Error %d", mStatus);
-    }
-}
-
-void GLFramebuffer::bind() const {
-    glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName);
-}
-
-void GLFramebuffer::bindAsReadBuffer() const {
-    glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferName);
-}
-
-void GLFramebuffer::bindAsDrawBuffer() const {
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferName);
-}
-
-void GLFramebuffer::unbind() const {
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLFramebuffer.h b/libs/renderengine/gl/GLFramebuffer.h
deleted file mode 100644
index 6757695..0000000
--- a/libs/renderengine/gl/GLFramebuffer.h
+++ /dev/null
@@ -1,68 +0,0 @@
-/*
- * 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 <cstdint>
-
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include <GLES2/gl2.h>
-#include <renderengine/Framebuffer.h>
-
-struct ANativeWindowBuffer;
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GLESRenderEngine;
-
-class GLFramebuffer : public renderengine::Framebuffer {
-public:
-    explicit GLFramebuffer(GLESRenderEngine& engine);
-    explicit GLFramebuffer(GLESRenderEngine& engine, bool multiTarget);
-    ~GLFramebuffer() override;
-
-    bool setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
-                               const bool useFramebufferCache) override;
-    void allocateBuffers(uint32_t width, uint32_t height, void* data = nullptr);
-    EGLImageKHR getEGLImage() const { return mEGLImage; }
-    uint32_t getTextureName() const { return mTextureName; }
-    uint32_t getFramebufferName() const { return mFramebufferName; }
-    int32_t getBufferHeight() const { return mBufferHeight; }
-    int32_t getBufferWidth() const { return mBufferWidth; }
-    GLenum getStatus() const { return mStatus; }
-    void bind() const;
-    void bindAsReadBuffer() const;
-    void bindAsDrawBuffer() const;
-    void unbind() const;
-
-private:
-    GLESRenderEngine& mEngine;
-    EGLDisplay mEGLDisplay;
-    EGLImageKHR mEGLImage;
-    bool usingFramebufferCache = false;
-    GLenum mStatus = GL_FRAMEBUFFER_UNSUPPORTED;
-    uint32_t mTextureName, mFramebufferName;
-
-    int32_t mBufferHeight = 0;
-    int32_t mBufferWidth = 0;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLImage.cpp b/libs/renderengine/gl/GLImage.cpp
deleted file mode 100644
index 8497721..0000000
--- a/libs/renderengine/gl/GLImage.cpp
+++ /dev/null
@@ -1,83 +0,0 @@
-/*
- * 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.
- */
-
-#define ATRACE_TAG ATRACE_TAG_GRAPHICS
-
-#include "GLImage.h"
-
-#include <vector>
-
-#include <gui/DebugEGLImageTracker.h>
-#include <log/log.h>
-#include <utils/Trace.h>
-#include "GLESRenderEngine.h"
-#include "GLExtensions.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-static std::vector<EGLint> buildAttributeList(bool isProtected) {
-    std::vector<EGLint> attrs;
-    attrs.reserve(16);
-
-    attrs.push_back(EGL_IMAGE_PRESERVED_KHR);
-    attrs.push_back(EGL_TRUE);
-
-    if (isProtected && GLExtensions::getInstance().hasProtectedContent()) {
-        attrs.push_back(EGL_PROTECTED_CONTENT_EXT);
-        attrs.push_back(EGL_TRUE);
-    }
-
-    attrs.push_back(EGL_NONE);
-
-    return attrs;
-}
-
-GLImage::GLImage(const GLESRenderEngine& engine) : mEGLDisplay(engine.getEGLDisplay()) {}
-
-GLImage::~GLImage() {
-    setNativeWindowBuffer(nullptr, false);
-}
-
-bool GLImage::setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected) {
-    ATRACE_CALL();
-    if (mEGLImage != EGL_NO_IMAGE_KHR) {
-        if (!eglDestroyImageKHR(mEGLDisplay, mEGLImage)) {
-            ALOGE("failed to destroy image: %#x", eglGetError());
-        }
-        DEBUG_EGL_IMAGE_TRACKER_DESTROY();
-        mEGLImage = EGL_NO_IMAGE_KHR;
-    }
-
-    if (buffer) {
-        std::vector<EGLint> attrs = buildAttributeList(isProtected);
-        mEGLImage = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
-                                      static_cast<EGLClientBuffer>(buffer), attrs.data());
-        if (mEGLImage == EGL_NO_IMAGE_KHR) {
-            ALOGE("failed to create EGLImage: %#x", eglGetError());
-            return false;
-        }
-        DEBUG_EGL_IMAGE_TRACKER_CREATE();
-        mProtected = isProtected;
-    }
-
-    return true;
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLImage.h b/libs/renderengine/gl/GLImage.h
deleted file mode 100644
index 59d6ce3..0000000
--- a/libs/renderengine/gl/GLImage.h
+++ /dev/null
@@ -1,54 +0,0 @@
-/*
- * 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 <cstdint>
-
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include <android-base/macros.h>
-#include <renderengine/Image.h>
-
-struct ANativeWindowBuffer;
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GLESRenderEngine;
-
-class GLImage : public renderengine::Image {
-public:
-    explicit GLImage(const GLESRenderEngine& engine);
-    ~GLImage() override;
-
-    bool setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected) override;
-
-    EGLImageKHR getEGLImage() const { return mEGLImage; }
-    bool isProtected() const { return mProtected; }
-
-private:
-    EGLDisplay mEGLDisplay;
-    EGLImageKHR mEGLImage = EGL_NO_IMAGE_KHR;
-    bool mProtected = false;
-
-    DISALLOW_COPY_AND_ASSIGN(GLImage);
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLShadowTexture.cpp b/libs/renderengine/gl/GLShadowTexture.cpp
deleted file mode 100644
index 2423a34..0000000
--- a/libs/renderengine/gl/GLShadowTexture.cpp
+++ /dev/null
@@ -1,52 +0,0 @@
-/*
- * Copyright 2020 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 <GLES/gl.h>
-#include <GLES/glext.h>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#include <GLES3/gl3.h>
-
-#include "GLShadowTexture.h"
-#include "GLSkiaShadowPort.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-GLShadowTexture::GLShadowTexture() {
-    fillShadowTextureData(mTextureData, SHADOW_TEXTURE_WIDTH);
-
-    glGenTextures(1, &mName);
-    glBindTexture(GL_TEXTURE_2D, mName);
-    glTexImage2D(GL_TEXTURE_2D, 0 /* base image level */, GL_ALPHA, SHADOW_TEXTURE_WIDTH,
-                 SHADOW_TEXTURE_HEIGHT, 0 /* border */, GL_ALPHA, GL_UNSIGNED_BYTE, mTextureData);
-    mTexture.init(Texture::TEXTURE_2D, mName);
-    mTexture.setFiltering(true);
-    mTexture.setDimensions(SHADOW_TEXTURE_WIDTH, 1);
-}
-
-GLShadowTexture::~GLShadowTexture() {
-    glDeleteTextures(1, &mName);
-}
-
-const Texture& GLShadowTexture::getTexture() {
-    return mTexture;
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLShadowTexture.h b/libs/renderengine/gl/GLShadowTexture.h
deleted file mode 100644
index 250a9d7..0000000
--- a/libs/renderengine/gl/GLShadowTexture.h
+++ /dev/null
@@ -1,44 +0,0 @@
-/*
- * Copyright 2020 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 <renderengine/Texture.h>
-#include <cstdint>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GLShadowTexture {
-public:
-    GLShadowTexture();
-    ~GLShadowTexture();
-
-    const Texture& getTexture();
-
-private:
-    static constexpr int SHADOW_TEXTURE_WIDTH = 128;
-    static constexpr int SHADOW_TEXTURE_HEIGHT = 1;
-
-    GLuint mName;
-    Texture mTexture;
-    uint8_t mTextureData[SHADOW_TEXTURE_WIDTH];
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLShadowVertexGenerator.cpp b/libs/renderengine/gl/GLShadowVertexGenerator.cpp
deleted file mode 100644
index 3181f9b..0000000
--- a/libs/renderengine/gl/GLShadowVertexGenerator.cpp
+++ /dev/null
@@ -1,98 +0,0 @@
-/*
- * Copyright 2019 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 <renderengine/Mesh.h>
-
-#include <math/vec4.h>
-
-#include <ui/Rect.h>
-#include <ui/Transform.h>
-
-#include "GLShadowVertexGenerator.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-GLShadowVertexGenerator::GLShadowVertexGenerator(const FloatRect& casterRect,
-                                                 float casterCornerRadius, float casterZ,
-                                                 bool casterIsTranslucent, const vec4& ambientColor,
-                                                 const vec4& spotColor, const vec3& lightPosition,
-                                                 float lightRadius) {
-    mDrawAmbientShadow = ambientColor.a > 0.f;
-    mDrawSpotShadow = spotColor.a > 0.f;
-
-    // Generate geometries and find number of vertices to generate
-    if (mDrawAmbientShadow) {
-        mAmbientShadowGeometry = getAmbientShadowGeometry(casterRect, casterCornerRadius, casterZ,
-                                                          casterIsTranslucent, ambientColor);
-        mAmbientShadowVertexCount = getVertexCountForGeometry(*mAmbientShadowGeometry.get());
-        mAmbientShadowIndexCount = getIndexCountForGeometry(*mAmbientShadowGeometry.get());
-    } else {
-        mAmbientShadowVertexCount = 0;
-        mAmbientShadowIndexCount = 0;
-    }
-
-    if (mDrawSpotShadow) {
-        mSpotShadowGeometry =
-                getSpotShadowGeometry(casterRect, casterCornerRadius, casterZ, casterIsTranslucent,
-                                      spotColor, lightPosition, lightRadius);
-        mSpotShadowVertexCount = getVertexCountForGeometry(*mSpotShadowGeometry.get());
-        mSpotShadowIndexCount = getIndexCountForGeometry(*mSpotShadowGeometry.get());
-    } else {
-        mSpotShadowVertexCount = 0;
-        mSpotShadowIndexCount = 0;
-    }
-}
-
-size_t GLShadowVertexGenerator::getVertexCount() const {
-    return mAmbientShadowVertexCount + mSpotShadowVertexCount;
-}
-
-size_t GLShadowVertexGenerator::getIndexCount() const {
-    return mAmbientShadowIndexCount + mSpotShadowIndexCount;
-}
-
-void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position,
-                                           Mesh::VertexArray<vec4>& color,
-                                           Mesh::VertexArray<vec3>& params) const {
-    if (mDrawAmbientShadow) {
-        fillVerticesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowVertexCount, position,
-                                color, params);
-    }
-    if (mDrawSpotShadow) {
-        fillVerticesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowVertexCount,
-                                Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount),
-                                Mesh::VertexArray<vec4>(color, mAmbientShadowVertexCount),
-                                Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount));
-    }
-}
-
-void GLShadowVertexGenerator::fillIndices(uint16_t* indices) const {
-    if (mDrawAmbientShadow) {
-        fillIndicesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowIndexCount,
-                               0 /* starting vertex offset */, indices);
-    }
-    if (mDrawSpotShadow) {
-        fillIndicesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowIndexCount,
-                               mAmbientShadowVertexCount /* starting vertex offset */,
-                               &(indices[mAmbientShadowIndexCount]));
-    }
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLShadowVertexGenerator.h b/libs/renderengine/gl/GLShadowVertexGenerator.h
deleted file mode 100644
index 112f976..0000000
--- a/libs/renderengine/gl/GLShadowVertexGenerator.h
+++ /dev/null
@@ -1,65 +0,0 @@
-/*
- * Copyright 2019 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 <math/vec4.h>
-#include <ui/Rect.h>
-
-#include "GLSkiaShadowPort.h"
-
-namespace android {
-namespace renderengine {
-
-class Mesh;
-
-namespace gl {
-
-/**
- * Generates gl attributes required to draw shadow spot and/or ambient shadows.
- *
- * Each shadow can support different colors. This class generates three vertex attributes for
- * each shadow, its position, color and shadow params(offset and distance). These can be sent
- * using a single glDrawElements call.
- */
-class GLShadowVertexGenerator {
-public:
-    GLShadowVertexGenerator(const FloatRect& casterRect, float casterCornerRadius, float casterZ,
-                            bool casterIsTranslucent, const vec4& ambientColor,
-                            const vec4& spotColor, const vec3& lightPosition, float lightRadius);
-    ~GLShadowVertexGenerator() = default;
-
-    size_t getVertexCount() const;
-    size_t getIndexCount() const;
-    void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
-                      Mesh::VertexArray<vec3>& params) const;
-    void fillIndices(uint16_t* indices) const;
-
-private:
-    bool mDrawAmbientShadow;
-    std::unique_ptr<Geometry> mAmbientShadowGeometry;
-    int mAmbientShadowVertexCount = 0;
-    int mAmbientShadowIndexCount = 0;
-
-    bool mDrawSpotShadow;
-    std::unique_ptr<Geometry> mSpotShadowGeometry;
-    int mSpotShadowVertexCount = 0;
-    int mSpotShadowIndexCount = 0;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLSkiaShadowPort.cpp b/libs/renderengine/gl/GLSkiaShadowPort.cpp
deleted file mode 100644
index da8b435..0000000
--- a/libs/renderengine/gl/GLSkiaShadowPort.cpp
+++ /dev/null
@@ -1,656 +0,0 @@
-/*
- * Copyright 2019 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 <math/vec4.h>
-
-#include <renderengine/Mesh.h>
-
-#include <ui/Rect.h>
-#include <ui/Transform.h>
-
-#include <utils/Log.h>
-
-#include "GLSkiaShadowPort.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-/**
- * The shadow geometry logic and vertex generation code has been ported from skia shadow
- * fast path OpenGL implementation to draw shadows around rects and rounded rects including
- * circles.
- *
- * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow
- *
- * Modifications made:
- * - Switched to using std lib math functions
- * - Fall off function is implemented in vertex shader rather than a shadow texture
- * - Removed transformations applied on the caster rect since the caster will be in local
- *   coordinate space and will be transformed by the vertex shader.
- */
-
-static inline float divide_and_pin(float numer, float denom, float min, float max) {
-    if (denom == 0.0f) return min;
-    return std::clamp(numer / denom, min, max);
-}
-
-static constexpr auto SK_ScalarSqrt2 = 1.41421356f;
-static constexpr auto kAmbientHeightFactor = 1.0f / 128.0f;
-static constexpr auto kAmbientGeomFactor = 64.0f;
-// Assuming that we have a light height of 600 for the spot shadow,
-// the spot values will reach their maximum at a height of approximately 292.3077.
-// We'll round up to 300 to keep it simple.
-static constexpr auto kMaxAmbientRadius = 300 * kAmbientHeightFactor * kAmbientGeomFactor;
-
-inline float AmbientBlurRadius(float height) {
-    return std::min(height * kAmbientHeightFactor * kAmbientGeomFactor, kMaxAmbientRadius);
-}
-inline float AmbientRecipAlpha(float height) {
-    return 1.0f + std::max(height * kAmbientHeightFactor, 0.0f);
-}
-
-//////////////////////////////////////////////////////////////////////////////
-// Circle Data
-//
-// We have two possible cases for geometry for a circle:
-
-// In the case of a normal fill, we draw geometry for the circle as an octagon.
-static const uint16_t gFillCircleIndices[] = {
-        // enter the octagon
-        // clang-format off
-         0, 1, 8, 1, 2, 8,
-         2, 3, 8, 3, 4, 8,
-         4, 5, 8, 5, 6, 8,
-         6, 7, 8, 7, 0, 8,
-        // clang-format on
-};
-
-// For stroked circles, we use two nested octagons.
-static const uint16_t gStrokeCircleIndices[] = {
-        // enter the octagon
-        // clang-format off
-         0, 1,  9, 0,  9,  8,
-         1, 2, 10, 1, 10,  9,
-         2, 3, 11, 2, 11, 10,
-         3, 4, 12, 3, 12, 11,
-         4, 5, 13, 4, 13, 12,
-         5, 6, 14, 5, 14, 13,
-         6, 7, 15, 6, 15, 14,
-         7, 0,  8, 7,  8, 15,
-        // clang-format on
-};
-
-#define SK_ARRAY_COUNT(a) (sizeof(a) / sizeof((a)[0]))
-static const int kIndicesPerFillCircle = SK_ARRAY_COUNT(gFillCircleIndices);
-static const int kIndicesPerStrokeCircle = SK_ARRAY_COUNT(gStrokeCircleIndices);
-static const int kVertsPerStrokeCircle = 16;
-static const int kVertsPerFillCircle = 9;
-
-static int circle_type_to_vert_count(bool stroked) {
-    return stroked ? kVertsPerStrokeCircle : kVertsPerFillCircle;
-}
-
-static int circle_type_to_index_count(bool stroked) {
-    return stroked ? kIndicesPerStrokeCircle : kIndicesPerFillCircle;
-}
-
-static const uint16_t* circle_type_to_indices(bool stroked) {
-    return stroked ? gStrokeCircleIndices : gFillCircleIndices;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// RoundRect Data
-//
-// The geometry for a shadow roundrect is similar to a 9-patch:
-//    ____________
-//   |_|________|_|
-//   | |        | |
-//   | |        | |
-//   | |        | |
-//   |_|________|_|
-//   |_|________|_|
-//
-// However, each corner is rendered as a fan rather than a simple quad, as below. (The diagram
-// shows the upper part of the upper left corner. The bottom triangle would similarly be split
-// into two triangles.)
-//    ________
-//   |\  \   |
-//   |  \ \  |
-//   |    \\ |
-//   |      \|
-//   --------
-//
-// The center of the fan handles the curve of the corner. For roundrects where the stroke width
-// is greater than the corner radius, the outer triangles blend from the curve to the straight
-// sides. Otherwise these triangles will be degenerate.
-//
-// In the case where the stroke width is greater than the corner radius and the
-// blur radius (overstroke), we add additional geometry to mark out the rectangle in the center.
-// This rectangle extends the coverage values of the center edges of the 9-patch.
-//    ____________
-//   |_|________|_|
-//   | |\ ____ /| |
-//   | | |    | | |
-//   | | |____| | |
-//   |_|/______\|_|
-//   |_|________|_|
-//
-// For filled rrects we reuse the stroke geometry but add an additional quad to the center.
-
-static const uint16_t gRRectIndices[] = {
-        // clang-format off
-     // overstroke quads
-     // we place this at the beginning so that we can skip these indices when rendering as filled
-     0, 6, 25, 0, 25, 24,
-     6, 18, 27, 6, 27, 25,
-     18, 12, 26, 18, 26, 27,
-     12, 0, 24, 12, 24, 26,
-
-     // corners
-     0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5,
-     6, 11, 10, 6, 10, 9, 6, 9, 8, 6, 8, 7,
-     12, 17, 16, 12, 16, 15, 12, 15, 14, 12, 14, 13,
-     18, 19, 20, 18, 20, 21, 18, 21, 22, 18, 22, 23,
-
-     // edges
-     0, 5, 11, 0, 11, 6,
-     6, 7, 19, 6, 19, 18,
-     18, 23, 17, 18, 17, 12,
-     12, 13, 1, 12, 1, 0,
-
-     // fill quad
-     // we place this at the end so that we can skip these indices when rendering as stroked
-     0, 6, 18, 0, 18, 12,
-        // clang-format on
-};
-
-// overstroke count
-static const int kIndicesPerOverstrokeRRect = SK_ARRAY_COUNT(gRRectIndices) - 6;
-// simple stroke count skips overstroke indices
-static const int kIndicesPerStrokeRRect = kIndicesPerOverstrokeRRect - 6 * 4;
-// fill count adds final quad to stroke count
-static const int kIndicesPerFillRRect = kIndicesPerStrokeRRect + 6;
-static const int kVertsPerStrokeRRect = 24;
-static const int kVertsPerOverstrokeRRect = 28;
-static const int kVertsPerFillRRect = 24;
-
-static int rrect_type_to_vert_count(RRectType type) {
-    switch (type) {
-        case kFill_RRectType:
-            return kVertsPerFillRRect;
-        case kStroke_RRectType:
-            return kVertsPerStrokeRRect;
-        case kOverstroke_RRectType:
-            return kVertsPerOverstrokeRRect;
-    }
-    ALOGE("Invalid rect type: %d", type);
-    return -1;
-}
-
-static int rrect_type_to_index_count(RRectType type) {
-    switch (type) {
-        case kFill_RRectType:
-            return kIndicesPerFillRRect;
-        case kStroke_RRectType:
-            return kIndicesPerStrokeRRect;
-        case kOverstroke_RRectType:
-            return kIndicesPerOverstrokeRRect;
-    }
-    ALOGE("Invalid rect type: %d", type);
-    return -1;
-}
-
-static const uint16_t* rrect_type_to_indices(RRectType type) {
-    switch (type) {
-        case kFill_RRectType:
-        case kStroke_RRectType:
-            return gRRectIndices + 6 * 4;
-        case kOverstroke_RRectType:
-            return gRRectIndices;
-    }
-    ALOGE("Invalid rect type: %d", type);
-    return nullptr;
-}
-
-static void fillInCircleVerts(const Geometry& args, bool isStroked,
-                              Mesh::VertexArray<vec2>& position,
-                              Mesh::VertexArray<vec4>& shadowColor,
-                              Mesh::VertexArray<vec3>& shadowParams) {
-    vec4 color = args.fColor;
-    float outerRadius = args.fOuterRadius;
-    float innerRadius = args.fInnerRadius;
-    float blurRadius = args.fBlurRadius;
-    float distanceCorrection = outerRadius / blurRadius;
-
-    const FloatRect& bounds = args.fDevBounds;
-
-    // The inner radius in the vertex data must be specified in normalized space.
-    innerRadius = innerRadius / outerRadius;
-
-    vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f);
-    float halfWidth = 0.5f * bounds.getWidth();
-    float octOffset = 0.41421356237f; // sqrt(2) - 1
-    int vertexCount = 0;
-
-    position[vertexCount] = center + vec2(-octOffset * halfWidth, -halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(octOffset * halfWidth, -halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(halfWidth, -octOffset * halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(halfWidth, octOffset * halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(octOffset * halfWidth, halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(-octOffset * halfWidth, halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(-halfWidth, octOffset * halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection);
-    vertexCount++;
-
-    position[vertexCount] = center + vec2(-halfWidth, -octOffset * halfWidth);
-    shadowColor[vertexCount] = color;
-    shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection);
-    vertexCount++;
-
-    if (isStroked) {
-        // compute the inner ring
-
-        // cosine and sine of pi/8
-        float c = 0.923579533f;
-        float s = 0.382683432f;
-        float r = args.fInnerRadius;
-
-        position[vertexCount] = center + vec2(-s * r, -c * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(s * r, -c * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(s * innerRadius, -c * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(c * r, -s * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(c * innerRadius, -s * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(c * r, s * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(c * innerRadius, s * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(s * r, c * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(s * innerRadius, c * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(-s * r, c * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(-s * innerRadius, c * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(-c * r, s * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(-c * innerRadius, s * innerRadius, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = center + vec2(-c * r, -s * r);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(-c * innerRadius, -s * innerRadius, distanceCorrection);
-        vertexCount++;
-    } else {
-        // filled
-        position[vertexCount] = center;
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-    }
-}
-
-static void fillInRRectVerts(const Geometry& args, Mesh::VertexArray<vec2>& position,
-                             Mesh::VertexArray<vec4>& shadowColor,
-                             Mesh::VertexArray<vec3>& shadowParams) {
-    vec4 color = args.fColor;
-    float outerRadius = args.fOuterRadius;
-
-    const FloatRect& bounds = args.fDevBounds;
-
-    float umbraInset = args.fUmbraInset;
-    float minDim = 0.5f * std::min(bounds.getWidth(), bounds.getHeight());
-    if (umbraInset > minDim) {
-        umbraInset = minDim;
-    }
-
-    float xInner[4] = {bounds.left + umbraInset, bounds.right - umbraInset,
-                       bounds.left + umbraInset, bounds.right - umbraInset};
-    float xMid[4] = {bounds.left + outerRadius, bounds.right - outerRadius,
-                     bounds.left + outerRadius, bounds.right - outerRadius};
-    float xOuter[4] = {bounds.left, bounds.right, bounds.left, bounds.right};
-    float yInner[4] = {bounds.top + umbraInset, bounds.top + umbraInset, bounds.bottom - umbraInset,
-                       bounds.bottom - umbraInset};
-    float yMid[4] = {bounds.top + outerRadius, bounds.top + outerRadius,
-                     bounds.bottom - outerRadius, bounds.bottom - outerRadius};
-    float yOuter[4] = {bounds.top, bounds.top, bounds.bottom, bounds.bottom};
-
-    float blurRadius = args.fBlurRadius;
-
-    // In the case where we have to inset more for the umbra, our two triangles in the
-    // corner get skewed to a diamond rather than a square. To correct for that,
-    // we also skew the vectors we send to the shader that help define the circle.
-    // By doing so, we end up with a quarter circle in the corner rather than the
-    // elliptical curve.
-
-    // This is a bit magical, but it gives us the correct results at extrema:
-    //   a) umbraInset == outerRadius produces an orthogonal vector
-    //   b) outerRadius == 0 produces a diagonal vector
-    // And visually the corner looks correct.
-    vec2 outerVec = vec2(outerRadius - umbraInset, -outerRadius - umbraInset);
-    outerVec = normalize(outerVec);
-    // We want the circle edge to fall fractionally along the diagonal at
-    //      (sqrt(2)*(umbraInset - outerRadius) + outerRadius)/sqrt(2)*umbraInset
-    //
-    // Setting the components of the diagonal offset to the following value will give us that.
-    float diagVal = umbraInset / (SK_ScalarSqrt2 * (outerRadius - umbraInset) - outerRadius);
-    vec2 diagVec = vec2(diagVal, diagVal);
-    float distanceCorrection = umbraInset / blurRadius;
-
-    int vertexCount = 0;
-    // build corner by corner
-    for (int i = 0; i < 4; ++i) {
-        // inner point
-        position[vertexCount] = vec2(xInner[i], yInner[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-
-        // outer points
-        position[vertexCount] = vec2(xOuter[i], yInner[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, -1, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = vec2(xOuter[i], yMid[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(outerVec.x, outerVec.y, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = vec2(xOuter[i], yOuter[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(diagVec.x, diagVec.y, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = vec2(xMid[i], yOuter[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(outerVec.x, outerVec.y, distanceCorrection);
-        vertexCount++;
-
-        position[vertexCount] = vec2(xInner[i], yOuter[i]);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, -1, distanceCorrection);
-        vertexCount++;
-    }
-
-    // Add the additional vertices for overstroked rrects.
-    // Effectively this is an additional stroked rrect, with its
-    // parameters equal to those in the center of the 9-patch. This will
-    // give constant values across this inner ring.
-    if (kOverstroke_RRectType == args.fType) {
-        float inset = umbraInset + args.fInnerRadius;
-
-        // TL
-        position[vertexCount] = vec2(bounds.left + inset, bounds.top + inset);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-
-        // TR
-        position[vertexCount] = vec2(bounds.right - inset, bounds.top + inset);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-
-        // BL
-        position[vertexCount] = vec2(bounds.left + inset, bounds.bottom - inset);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-
-        // BR
-        position[vertexCount] = vec2(bounds.right - inset, bounds.bottom - inset);
-        shadowColor[vertexCount] = color;
-        shadowParams[vertexCount] = vec3(0, 0, distanceCorrection);
-        vertexCount++;
-    }
-}
-
-int getVertexCountForGeometry(const Geometry& shadowGeometry) {
-    if (shadowGeometry.fIsCircle) {
-        return circle_type_to_vert_count(shadowGeometry.fType);
-    }
-
-    return rrect_type_to_vert_count(shadowGeometry.fType);
-}
-
-int getIndexCountForGeometry(const Geometry& shadowGeometry) {
-    if (shadowGeometry.fIsCircle) {
-        return circle_type_to_index_count(kStroke_RRectType == shadowGeometry.fType);
-    }
-
-    return rrect_type_to_index_count(shadowGeometry.fType);
-}
-
-void fillVerticesForGeometry(const Geometry& shadowGeometry, int /* vertexCount */,
-                             Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
-                             Mesh::VertexArray<vec3> shadowParams) {
-    if (shadowGeometry.fIsCircle) {
-        fillInCircleVerts(shadowGeometry, shadowGeometry.fIsStroked, position, shadowColor,
-                          shadowParams);
-    } else {
-        fillInRRectVerts(shadowGeometry, position, shadowColor, shadowParams);
-    }
-}
-
-void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount,
-                            int startingVertexOffset, uint16_t* indices) {
-    if (shadowGeometry.fIsCircle) {
-        const uint16_t* primIndices = circle_type_to_indices(shadowGeometry.fIsStroked);
-        for (int i = 0; i < indexCount; ++i) {
-            indices[i] = primIndices[i] + startingVertexOffset;
-        }
-    } else {
-        const uint16_t* primIndices = rrect_type_to_indices(shadowGeometry.fType);
-        for (int i = 0; i < indexCount; ++i) {
-            indices[i] = primIndices[i] + startingVertexOffset;
-        }
-    }
-}
-
-inline void GetSpotParams(float occluderZ, float lightX, float lightY, float lightZ,
-                          float lightRadius, float& blurRadius, float& scale, vec2& translate) {
-    float zRatio = divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f);
-    blurRadius = lightRadius * zRatio;
-    scale = divide_and_pin(lightZ, lightZ - occluderZ, 1.0f, 1.95f);
-    translate.x = -zRatio * lightX;
-    translate.y = -zRatio * lightY;
-}
-
-static std::unique_ptr<Geometry> getShadowGeometry(const vec4& color, const FloatRect& devRect,
-                                                   float devRadius, float blurRadius,
-                                                   float insetWidth) {
-    // An insetWidth > 1/2 rect width or height indicates a simple fill.
-    const bool isCircle = ((devRadius >= devRect.getWidth()) && (devRadius >= devRect.getHeight()));
-
-    FloatRect bounds = devRect;
-    float innerRadius = 0.0f;
-    float outerRadius = devRadius;
-    float umbraInset;
-
-    RRectType type = kFill_RRectType;
-    if (isCircle) {
-        umbraInset = 0;
-    } else {
-        umbraInset = std::max(outerRadius, blurRadius);
-    }
-
-    // If stroke is greater than width or height, this is still a fill,
-    // otherwise we compute stroke params.
-    if (isCircle) {
-        innerRadius = devRadius - insetWidth;
-        type = innerRadius > 0 ? kStroke_RRectType : kFill_RRectType;
-    } else {
-        if (insetWidth <= 0.5f * std::min(devRect.getWidth(), devRect.getHeight())) {
-            // We don't worry about a real inner radius, we just need to know if we
-            // need to create overstroke vertices.
-            innerRadius = std::max(insetWidth - umbraInset, 0.0f);
-            type = innerRadius > 0 ? kOverstroke_RRectType : kStroke_RRectType;
-        }
-    }
-    const bool isStroked = (kStroke_RRectType == type);
-    return std::make_unique<Geometry>(Geometry{color, outerRadius, umbraInset, innerRadius,
-                                               blurRadius, bounds, type, isCircle, isStroked});
-}
-
-std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect,
-                                                   float casterCornerRadius, float casterZ,
-                                                   bool casterIsTranslucent,
-                                                   const vec4& ambientColor) {
-    float devSpaceInsetWidth = AmbientBlurRadius(casterZ);
-    const float umbraRecipAlpha = AmbientRecipAlpha(casterZ);
-    const float devSpaceAmbientBlur = devSpaceInsetWidth * umbraRecipAlpha;
-
-    // Outset the shadow rrect to the border of the penumbra
-    float ambientPathOutset = devSpaceInsetWidth;
-    FloatRect outsetRect(casterRect);
-    outsetRect.left -= ambientPathOutset;
-    outsetRect.top -= ambientPathOutset;
-    outsetRect.right += ambientPathOutset;
-    outsetRect.bottom += ambientPathOutset;
-
-    float outsetRad = casterCornerRadius + ambientPathOutset;
-    if (casterIsTranslucent) {
-        // set a large inset to force a fill
-        devSpaceInsetWidth = outsetRect.getWidth();
-    }
-
-    return getShadowGeometry(ambientColor, outsetRect, std::abs(outsetRad), devSpaceAmbientBlur,
-                             std::abs(devSpaceInsetWidth));
-}
-
-std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect,
-                                                float casterCornerRadius, float casterZ,
-                                                bool casterIsTranslucent, const vec4& spotColor,
-                                                const vec3& lightPosition, float lightRadius) {
-    float devSpaceSpotBlur;
-    float spotScale;
-    vec2 spotOffset;
-    GetSpotParams(casterZ, lightPosition.x, lightPosition.y, lightPosition.z, lightRadius,
-                  devSpaceSpotBlur, spotScale, spotOffset);
-    // handle scale of radius due to CTM
-    const float srcSpaceSpotBlur = devSpaceSpotBlur;
-
-    // Adjust translate for the effect of the scale.
-    spotOffset.x += spotScale;
-    spotOffset.y += spotScale;
-
-    // Compute the transformed shadow rect
-    ui::Transform shadowTransform;
-    shadowTransform.set(spotOffset.x, spotOffset.y);
-    shadowTransform.set(spotScale, 0, 0, spotScale);
-    FloatRect spotShadowRect = shadowTransform.transform(casterRect);
-    float spotShadowRadius = casterCornerRadius * spotScale;
-
-    // Compute the insetWidth
-    float blurOutset = srcSpaceSpotBlur;
-    float insetWidth = blurOutset;
-    if (casterIsTranslucent) {
-        // If transparent, just do a fill
-        insetWidth += spotShadowRect.getWidth();
-    } else {
-        // For shadows, instead of using a stroke we specify an inset from the penumbra
-        // border. We want to extend this inset area so that it meets up with the caster
-        // geometry. The inset geometry will by default already be inset by the blur width.
-        //
-        // We compare the min and max corners inset by the radius between the original
-        // rrect and the shadow rrect. The distance between the two plus the difference
-        // between the scaled radius and the original radius gives the distance from the
-        // transformed shadow shape to the original shape in that corner. The max
-        // of these gives the maximum distance we need to cover.
-        //
-        // Since we are outsetting by 1/2 the blur distance, we just add the maxOffset to
-        // that to get the full insetWidth.
-        float maxOffset;
-        if (casterCornerRadius <= 0.f) {
-            // Manhattan distance works better for rects
-            maxOffset = std::max(std::max(std::abs(spotShadowRect.left - casterRect.left),
-                                          std::abs(spotShadowRect.top - casterRect.top)),
-                                 std::max(std::abs(spotShadowRect.right - casterRect.right),
-                                          std::abs(spotShadowRect.bottom - casterRect.bottom)));
-        } else {
-            float dr = spotShadowRadius - casterCornerRadius;
-            vec2 upperLeftOffset = vec2(spotShadowRect.left - casterRect.left + dr,
-                                        spotShadowRect.top - casterRect.top + dr);
-            vec2 lowerRightOffset = vec2(spotShadowRect.right - casterRect.right - dr,
-                                         spotShadowRect.bottom - casterRect.bottom - dr);
-            maxOffset = sqrt(std::max(dot(upperLeftOffset, lowerRightOffset),
-                                      dot(lowerRightOffset, lowerRightOffset))) +
-                    dr;
-        }
-        insetWidth += std::max(blurOutset, maxOffset);
-    }
-
-    // Outset the shadow rrect to the border of the penumbra
-    spotShadowRadius += blurOutset;
-    spotShadowRect.left -= blurOutset;
-    spotShadowRect.top -= blurOutset;
-    spotShadowRect.right += blurOutset;
-    spotShadowRect.bottom += blurOutset;
-
-    return getShadowGeometry(spotColor, spotShadowRect, std::abs(spotShadowRadius),
-                             2.0f * devSpaceSpotBlur, std::abs(insetWidth));
-}
-
-void fillShadowTextureData(uint8_t* data, size_t shadowTextureWidth) {
-    for (int i = 0; i < shadowTextureWidth; i++) {
-        const float d = 1 - i / ((shadowTextureWidth * 1.0f) - 1.0f);
-        data[i] = static_cast<uint8_t>((exp(-4.0f * d * d) - 0.018f) * 255);
-    }
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLSkiaShadowPort.h b/libs/renderengine/gl/GLSkiaShadowPort.h
deleted file mode 100644
index 912c8bb..0000000
--- a/libs/renderengine/gl/GLSkiaShadowPort.h
+++ /dev/null
@@ -1,96 +0,0 @@
-/*
- * Copyright 2019 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 <math/vec4.h>
-#include <renderengine/Mesh.h>
-#include <ui/Rect.h>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-/**
- * The shadow geometry logic and vertex generation code has been ported from skia shadow
- * fast path OpenGL implementation to draw shadows around rects and rounded rects including
- * circles.
- *
- * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow
- *
- * Modifications made:
- * - Switched to using std lib math functions
- * - Fall off function is implemented in vertex shader rather than a shadow texture
- * - Removed transformations applied on the caster rect since the caster will be in local
- *   coordinate space and will be transformed by the vertex shader.
- */
-
-enum RRectType {
-    kFill_RRectType,
-    kStroke_RRectType,
-    kOverstroke_RRectType,
-};
-
-struct Geometry {
-    vec4 fColor;
-    float fOuterRadius;
-    float fUmbraInset;
-    float fInnerRadius;
-    float fBlurRadius;
-    FloatRect fDevBounds;
-    RRectType fType;
-    bool fIsCircle;
-    bool fIsStroked;
-};
-
-std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect,
-                                                float casterCornerRadius, float casterZ,
-                                                bool casterIsTranslucent, const vec4& spotColor,
-                                                const vec3& lightPosition, float lightRadius);
-
-std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect,
-                                                   float casterCornerRadius, float casterZ,
-                                                   bool casterIsTranslucent,
-                                                   const vec4& ambientColor);
-
-int getVertexCountForGeometry(const Geometry& shadowGeometry);
-
-int getIndexCountForGeometry(const Geometry& shadowGeometry);
-
-void fillVerticesForGeometry(const Geometry& shadowGeometry, int vertexCount,
-                             Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
-                             Mesh::VertexArray<vec3> shadowParams);
-
-void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount,
-                            int startingVertexOffset, uint16_t* indices);
-
-/**
- * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
- * darkness at that spot. Values are determined by an exponential falloff
- * function provided by UX.
- *
- * The texture is used for quick lookup in theshadow shader.
- *
- * textureData - filled with shadow texture data that needs to be at least of
- *               size textureWidth
- *
- * textureWidth - width of the texture, height is always 1
- */
-void fillShadowTextureData(uint8_t* textureData, size_t textureWidth);
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLVertexBuffer.cpp b/libs/renderengine/gl/GLVertexBuffer.cpp
deleted file mode 100644
index e50c471..0000000
--- a/libs/renderengine/gl/GLVertexBuffer.cpp
+++ /dev/null
@@ -1,55 +0,0 @@
-/*
- * Copyright 2020 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 "GLVertexBuffer.h"
-
-#include <GLES/gl.h>
-#include <GLES2/gl2.h>
-#include <nativebase/nativebase.h>
-#include <utils/Trace.h>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-GLVertexBuffer::GLVertexBuffer() {
-    glGenBuffers(1, &mBufferName);
-}
-
-GLVertexBuffer::~GLVertexBuffer() {
-    glDeleteBuffers(1, &mBufferName);
-}
-
-void GLVertexBuffer::allocateBuffers(const GLfloat data[], const GLuint size) {
-    ATRACE_CALL();
-    bind();
-    glBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat), data, GL_STATIC_DRAW);
-    unbind();
-}
-
-void GLVertexBuffer::bind() const {
-    glBindBuffer(GL_ARRAY_BUFFER, mBufferName);
-}
-
-void GLVertexBuffer::unbind() const {
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLVertexBuffer.h b/libs/renderengine/gl/GLVertexBuffer.h
deleted file mode 100644
index c0fd0c1..0000000
--- a/libs/renderengine/gl/GLVertexBuffer.h
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
- * Copyright 2020 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>
-#include <EGL/eglext.h>
-#include <GLES2/gl2.h>
-
-struct ANativeWindowBuffer;
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GLESRenderEngine;
-
-class GLVertexBuffer {
-public:
-    explicit GLVertexBuffer();
-    ~GLVertexBuffer();
-
-    void allocateBuffers(const GLfloat data[], const GLuint size);
-    uint32_t getBufferName() const { return mBufferName; }
-    void bind() const;
-    void unbind() const;
-
-private:
-    uint32_t mBufferName;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/ImageManager.cpp b/libs/renderengine/gl/ImageManager.cpp
deleted file mode 100644
index 6256649..0000000
--- a/libs/renderengine/gl/ImageManager.cpp
+++ /dev/null
@@ -1,148 +0,0 @@
-/*
- * Copyright 2019 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 <pthread.h>
-
-#include <processgroup/sched_policy.h>
-#include <utils/Trace.h>
-#include "GLESRenderEngine.h"
-#include "ImageManager.h"
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-ImageManager::ImageManager(GLESRenderEngine* engine) : mEngine(engine) {}
-
-void ImageManager::initThread() {
-    mThread = std::thread([this]() { threadMain(); });
-    pthread_setname_np(mThread.native_handle(), "ImageManager");
-    // Use SCHED_FIFO to minimize jitter
-    struct sched_param param = {0};
-    param.sched_priority = 2;
-    if (pthread_setschedparam(mThread.native_handle(), SCHED_FIFO, &param) != 0) {
-        ALOGE("Couldn't set SCHED_FIFO for ImageManager");
-    }
-}
-
-ImageManager::~ImageManager() {
-    {
-        std::lock_guard<std::mutex> lock(mMutex);
-        mRunning = false;
-    }
-    mCondition.notify_all();
-    if (mThread.joinable()) {
-        mThread.join();
-    }
-}
-
-void ImageManager::cacheAsync(const sp<GraphicBuffer>& buffer,
-                              const std::shared_ptr<Barrier>& barrier) {
-    if (buffer == nullptr) {
-        {
-            std::lock_guard<std::mutex> lock(barrier->mutex);
-            barrier->isOpen = true;
-            barrier->result = BAD_VALUE;
-        }
-        barrier->condition.notify_one();
-        return;
-    }
-    ATRACE_CALL();
-    QueueEntry entry = {QueueEntry::Operation::Insert, buffer, buffer->getId(), barrier};
-    queueOperation(std::move(entry));
-}
-
-status_t ImageManager::cache(const sp<GraphicBuffer>& buffer) {
-    ATRACE_CALL();
-    auto barrier = std::make_shared<Barrier>();
-    cacheAsync(buffer, barrier);
-    std::lock_guard<std::mutex> lock(barrier->mutex);
-    barrier->condition.wait(barrier->mutex,
-                            [&]() REQUIRES(barrier->mutex) { return barrier->isOpen; });
-    return barrier->result;
-}
-
-void ImageManager::releaseAsync(uint64_t bufferId, const std::shared_ptr<Barrier>& barrier) {
-    ATRACE_CALL();
-    QueueEntry entry = {QueueEntry::Operation::Delete, nullptr, bufferId, barrier};
-    queueOperation(std::move(entry));
-}
-
-void ImageManager::queueOperation(const QueueEntry&& entry) {
-    {
-        std::lock_guard<std::mutex> lock(mMutex);
-        mQueue.emplace(entry);
-        ATRACE_INT("ImageManagerQueueDepth", mQueue.size());
-    }
-    mCondition.notify_one();
-}
-
-void ImageManager::threadMain() {
-    set_sched_policy(0, SP_FOREGROUND);
-    bool run;
-    {
-        std::lock_guard<std::mutex> lock(mMutex);
-        run = mRunning;
-    }
-    while (run) {
-        QueueEntry entry;
-        {
-            std::lock_guard<std::mutex> lock(mMutex);
-            mCondition.wait(mMutex,
-                            [&]() REQUIRES(mMutex) { return !mQueue.empty() || !mRunning; });
-            run = mRunning;
-
-            if (!mRunning) {
-                // if mRunning is false, then ImageManager is being destroyed, so
-                // bail out now.
-                break;
-            }
-
-            entry = mQueue.front();
-            mQueue.pop();
-            ATRACE_INT("ImageManagerQueueDepth", mQueue.size());
-        }
-
-        status_t result = NO_ERROR;
-        switch (entry.op) {
-            case QueueEntry::Operation::Delete:
-                mEngine->unbindExternalTextureBufferInternal(entry.bufferId);
-                break;
-            case QueueEntry::Operation::Insert:
-                result = mEngine->cacheExternalTextureBufferInternal(entry.buffer);
-                break;
-        }
-        if (entry.barrier != nullptr) {
-            {
-                std::lock_guard<std::mutex> entryLock(entry.barrier->mutex);
-                entry.barrier->result = result;
-                entry.barrier->isOpen = true;
-            }
-            entry.barrier->condition.notify_one();
-        }
-    }
-
-    ALOGD("Reached end of threadMain, terminating ImageManager thread!");
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/ImageManager.h b/libs/renderengine/gl/ImageManager.h
deleted file mode 100644
index be67de8..0000000
--- a/libs/renderengine/gl/ImageManager.h
+++ /dev/null
@@ -1,74 +0,0 @@
-/*
- * Copyright 2019 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 <condition_variable>
-#include <mutex>
-#include <queue>
-#include <thread>
-
-#include <ui/GraphicBuffer.h>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GLESRenderEngine;
-
-class ImageManager {
-public:
-    struct Barrier {
-        std::mutex mutex;
-        std::condition_variable_any condition;
-        bool isOpen GUARDED_BY(mutex) = false;
-        status_t result GUARDED_BY(mutex) = NO_ERROR;
-    };
-    ImageManager(GLESRenderEngine* engine);
-    ~ImageManager();
-    // Starts the background thread for the ImageManager
-    // We need this to guarantee that the class is fully-constructed before the
-    // thread begins running.
-    void initThread();
-    void cacheAsync(const sp<GraphicBuffer>& buffer, const std::shared_ptr<Barrier>& barrier)
-            EXCLUDES(mMutex);
-    status_t cache(const sp<GraphicBuffer>& buffer);
-    void releaseAsync(uint64_t bufferId, const std::shared_ptr<Barrier>& barrier) EXCLUDES(mMutex);
-
-private:
-    struct QueueEntry {
-        enum class Operation { Delete, Insert };
-
-        Operation op = Operation::Delete;
-        sp<GraphicBuffer> buffer = nullptr;
-        uint64_t bufferId = 0;
-        std::shared_ptr<Barrier> barrier = nullptr;
-    };
-
-    void queueOperation(const QueueEntry&& entry);
-    void threadMain();
-    GLESRenderEngine* const mEngine;
-    std::thread mThread;
-    std::condition_variable_any mCondition;
-    std::mutex mMutex;
-    std::queue<QueueEntry> mQueue GUARDED_BY(mMutex);
-
-    bool mRunning GUARDED_BY(mMutex) = true;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/Program.cpp b/libs/renderengine/gl/Program.cpp
deleted file mode 100644
index 26f6166..0000000
--- a/libs/renderengine/gl/Program.cpp
+++ /dev/null
@@ -1,175 +0,0 @@
-/*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 <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");
-    glBindAttribLocation(programId, cropCoords, "cropCoords");
-    glBindAttribLocation(programId, shadowColor, "shadowColor");
-    glBindAttribLocation(programId, shadowParams, "shadowParams");
-    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");
-        mDisplayColorMatrixLoc = glGetUniformLocation(programId, "displayColorMatrix");
-        mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
-        mMaxMasteringLuminanceLoc = glGetUniformLocation(programId, "maxMasteringLuminance");
-        mMaxContentLuminanceLoc = glGetUniformLocation(programId, "maxContentLuminance");
-        mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
-        mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
-        mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
-        mCropCenterLoc = glGetUniformLocation(programId, "cropCenter");
-
-        // set-up the default values for our uniforms
-        glUseProgram(programId);
-        glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
-        glEnableVertexAttribArray(0);
-    }
-}
-
-Program::~Program() {
-    glDetachShader(mProgram, mVertexShader);
-    glDetachShader(mProgram, mFragmentShader);
-    glDeleteShader(mVertexShader);
-    glDeleteShader(mFragmentShader);
-    glDeleteProgram(mProgram);
-}
-
-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;
-}
-
-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.texture.getMatrix().asArray());
-    }
-    if (mColorLoc >= 0) {
-        const float color[4] = {desc.color.r, desc.color.g, desc.color.b, desc.color.a};
-        glUniform4fv(mColorLoc, 1, color);
-    }
-    if (mDisplayColorMatrixLoc >= 0) {
-        glUniformMatrix4fv(mDisplayColorMatrixLoc, 1, GL_FALSE, desc.displayColorMatrix.asArray());
-    }
-    if (mInputTransformMatrixLoc >= 0) {
-        mat4 inputTransformMatrix = desc.inputTransformMatrix;
-        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.colorMatrix * desc.outputTransformMatrix;
-        glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray());
-    }
-    if (mDisplayMaxLuminanceLoc >= 0) {
-        glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance);
-    }
-    if (mMaxMasteringLuminanceLoc >= 0) {
-        glUniform1f(mMaxMasteringLuminanceLoc, desc.maxMasteringLuminance);
-    }
-    if (mMaxContentLuminanceLoc >= 0) {
-        glUniform1f(mMaxContentLuminanceLoc, desc.maxContentLuminance);
-    }
-    if (mCornerRadiusLoc >= 0) {
-        glUniform1f(mCornerRadiusLoc, desc.cornerRadius);
-    }
-    if (mCropCenterLoc >= 0) {
-        glUniform2f(mCropCenterLoc, desc.cropSize.x / 2.0f, desc.cropSize.y / 2.0f);
-    }
-    // these uniforms are always present
-    glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray());
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/Program.h b/libs/renderengine/gl/Program.h
deleted file mode 100644
index 41f1bf8..0000000
--- a/libs/renderengine/gl/Program.h
+++ /dev/null
@@ -1,120 +0,0 @@
-/*
- * 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 of each vertex for vertex shader */
-        position = 0,
-
-        /* UV coordinates for texture mapping */
-        texCoords = 1,
-
-        /* Crop coordinates, in pixels */
-        cropCoords = 2,
-
-        /* Shadow color */
-        shadowColor = 3,
-
-        /* Shadow params */
-        shadowParams = 4,
-    };
-
-    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);
-
-    // 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 max mastering luminance uniform */
-    GLint mMaxMasteringLuminanceLoc;
-    /* location of max content luminance uniform */
-    GLint mMaxContentLuminanceLoc;
-
-    /* location of transform matrix */
-    GLint mInputTransformMatrixLoc;
-    GLint mOutputTransformMatrixLoc;
-    GLint mDisplayColorMatrixLoc;
-
-    /* location of corner radius uniform */
-    GLint mCornerRadiusLoc;
-
-    /* location of surface crop origin uniform, for rounded corner clipping */
-    GLint mCropCenterLoc;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
-
-#endif /* SF_RENDER_ENGINE_PROGRAM_H */
diff --git a/libs/renderengine/gl/ProgramCache.cpp b/libs/renderengine/gl/ProgramCache.cpp
deleted file mode 100644
index 96ccf5c..0000000
--- a/libs/renderengine/gl/ProgramCache.cpp
+++ /dev/null
@@ -1,802 +0,0 @@
-/*
- * 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 <log/log.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;
-}
-
-void ProgramCache::primeCache(EGLContext context, bool toneMapperShaderOnly) {
-    auto& cache = mCaches[context];
-    uint32_t shaderCount = 0;
-
-    if (toneMapperShaderOnly) {
-        Key shaderKey;
-        // base settings used by HDR->SDR tonemap only
-        shaderKey.set(Key::BLEND_MASK | Key::INPUT_TRANSFORM_MATRIX_MASK |
-                      Key::OUTPUT_TRANSFORM_MATRIX_MASK | Key::OUTPUT_TF_MASK |
-                      Key::OPACITY_MASK | Key::ALPHA_MASK |
-                      Key::ROUNDED_CORNERS_MASK | Key::TEXTURE_MASK,
-                      Key::BLEND_NORMAL | Key::INPUT_TRANSFORM_MATRIX_ON |
-                      Key::OUTPUT_TRANSFORM_MATRIX_ON | Key::OUTPUT_TF_SRGB |
-                      Key::OPACITY_OPAQUE | Key::ALPHA_EQ_ONE |
-                      Key::ROUNDED_CORNERS_OFF | Key::TEXTURE_EXT);
-        for (int i = 0; i < 4; i++) {
-            // Cache input transfer for HLG & ST2084
-            shaderKey.set(Key::INPUT_TF_MASK, (i & 1) ?
-                    Key::INPUT_TF_HLG : Key::INPUT_TF_ST2084);
-
-            if (cache.count(shaderKey) == 0) {
-                cache.emplace(shaderKey, generateProgram(shaderKey));
-                shaderCount++;
-            }
-        }
-        return;
-    }
-
-    uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK | Key::ALPHA_MASK | Key::TEXTURE_MASK
-        | Key::ROUNDED_CORNERS_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;
-        }
-        if (cache.count(shaderKey) == 0) {
-            cache.emplace(shaderKey, generateProgram(shaderKey));
-            shaderCount++;
-        }
-    }
-
-    // Prime for sRGB->P3 conversion
-    Key shaderKey;
-    shaderKey.set(Key::BLEND_MASK | Key::OUTPUT_TRANSFORM_MATRIX_MASK | Key::INPUT_TF_MASK |
-                          Key::OUTPUT_TF_MASK,
-                  Key::BLEND_PREMULT | Key::OUTPUT_TRANSFORM_MATRIX_ON | Key::INPUT_TF_SRGB |
-                          Key::OUTPUT_TF_SRGB);
-    for (int i = 0; i < 16; 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);
-
-        // Cache rounded corners
-        shaderKey.set(Key::ROUNDED_CORNERS_MASK,
-                      (i & 4) ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF);
-
-        // Cache texture off option for window transition
-        shaderKey.set(Key::TEXTURE_MASK, (i & 8) ? Key::TEXTURE_EXT : Key::TEXTURE_OFF);
-        if (cache.count(shaderKey) == 0) {
-            cache.emplace(shaderKey, generateProgram(shaderKey));
-            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.textureEnabled ? Key::TEXTURE_OFF
-                      : description.texture.getTextureTarget() == GL_TEXTURE_EXTERNAL_OES
-                      ? Key::TEXTURE_EXT
-                      : description.texture.getTextureTarget() == GL_TEXTURE_2D ? Key::TEXTURE_2D
-                                                                                : Key::TEXTURE_OFF)
-            .set(Key::ALPHA_MASK, (description.color.a < 1) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE)
-            .set(Key::BLEND_MASK,
-                 description.isPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL)
-            .set(Key::OPACITY_MASK,
-                 description.isOpaque ? 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)
-            .set(Key::Key::DISPLAY_COLOR_TRANSFORM_MATRIX_MASK,
-                 description.hasDisplayColorMatrix() ? Key::DISPLAY_COLOR_TRANSFORM_MATRIX_ON
-                                                     : Key::DISPLAY_COLOR_TRANSFORM_MATRIX_OFF)
-            .set(Key::ROUNDED_CORNERS_MASK,
-                 description.cornerRadius > 0 ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF)
-            .set(Key::SHADOW_MASK, description.drawShadows ? Key::SHADOW_ON : Key::SHADOW_OFF);
-
-    if (needs.hasTransformMatrix() ||
-        (description.inputTransferFunction != description.outputTransferFunction)) {
-        switch (description.inputTransferFunction) {
-            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.outputTransferFunction) {
-            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(clamp(color, 0.0, 1.0), 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) {
-                            float maxMasteringLumi = maxMasteringLuminance;
-                            float maxContentLumi = maxContentLuminance;
-                            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) {
-                                return color * (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;
-                                    return color * 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;
-                                }
-                            }
-
-                            // color.y is greater than x0 and is thus non-zero
-                            return color * (nits / 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;
-                        return color * 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;
-                    }
-
-                    // color.y is greater than x0 and is thus non-zero
-                    return color * (nits / 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.hasTextureCoords()) {
-        vs << "attribute vec4 texCoords;"
-           << "varying vec2 outTexCoords;";
-    }
-    if (needs.hasRoundedCorners()) {
-        vs << "attribute lowp vec4 cropCoords;";
-        vs << "varying lowp vec2 outCropCoords;";
-    }
-    if (needs.drawShadows()) {
-        vs << "attribute lowp vec4 shadowColor;";
-        vs << "varying lowp vec4 outShadowColor;";
-        vs << "attribute lowp vec4 shadowParams;";
-        vs << "varying lowp vec3 outShadowParams;";
-    }
-    vs << "attribute vec4 position;"
-       << "uniform mat4 projection;"
-       << "uniform mat4 texture;"
-       << "void main(void) {" << indent << "gl_Position = projection * position;";
-    if (needs.hasTextureCoords()) {
-        vs << "outTexCoords = (texture * texCoords).st;";
-    }
-    if (needs.hasRoundedCorners()) {
-        vs << "outCropCoords = cropCoords.st;";
-    }
-    if (needs.drawShadows()) {
-        vs << "outShadowColor = shadowColor;";
-        vs << "outShadowParams = shadowParams.xyz;";
-    }
-    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;";
-    } else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
-        fs << "uniform sampler2D sampler;";
-    }
-
-    if (needs.hasTextureCoords()) {
-        fs << "varying highp vec2 outTexCoords;";
-    }
-
-    if (needs.hasRoundedCorners()) {
-        // Rounded corners implementation using a signed distance function.
-        fs << R"__SHADER__(
-            uniform float cornerRadius;
-            uniform vec2 cropCenter;
-            varying vec2 outCropCoords;
-
-            /**
-             * This function takes the current crop coordinates and calculates an alpha value based
-             * on the corner radius and distance from the crop center.
-             */
-            float applyCornerRadius(vec2 cropCoords)
-            {
-                vec2 position = cropCoords - cropCenter;
-                // Scale down the dist vector here, as otherwise large corner
-                // radii can cause floating point issues when computing the norm
-                vec2 dist = (abs(position) - cropCenter + vec2(cornerRadius)) / 16.0;
-                // Once we've found the norm, then scale back up.
-                float plane = length(max(dist, vec2(0.0))) * 16.0;
-                return 1.0 - clamp(plane - cornerRadius, 0.0, 1.0);
-            }
-            )__SHADER__";
-    }
-
-    if (needs.drawShadows()) {
-        fs << R"__SHADER__(
-            varying lowp vec4 outShadowColor;
-            varying lowp vec3 outShadowParams;
-
-            /**
-             * Returns the shadow color.
-             */
-            vec4 getShadowColor()
-            {
-                lowp float d = length(outShadowParams.xy);
-                vec2 uv = vec2(outShadowParams.z * (1.0 - d), 0.5);
-                lowp float factor = texture2D(sampler, uv).a;
-                return outShadowColor * factor;
-            }
-            )__SHADER__";
-    }
-
-    if (needs.getTextureTarget() == Key::TEXTURE_OFF || needs.hasAlpha()) {
-        fs << "uniform vec4 color;";
-    }
-
-    if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF()) ||
-        needs.hasDisplayColorMatrix()) {
-        if (needs.needsToneMapping()) {
-            fs << "uniform float displayMaxLuminance;";
-            fs << "uniform float maxMasteringLuminance;";
-            fs << "uniform float maxContentLuminance;";
-        }
-
-        if (needs.hasInputTransformMatrix()) {
-            fs << "uniform mat4 inputTransformMatrix;";
-            fs << R"__SHADER__(
-                highp vec3 InputTransform(const highp vec3 color) {
-                    return clamp(vec3(inputTransformMatrix * vec4(color, 1.0)), 0.0, 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__";
-        }
-
-        if (needs.hasDisplayColorMatrix()) {
-            fs << "uniform mat4 displayColorMatrix;";
-            fs << R"__SHADER__(
-                highp vec3 DisplayColorMatrix(const highp vec3 color) {
-                    return clamp(vec3(displayColorMatrix * vec4(color, 1.0)), 0.0, 1.0);
-                }
-            )__SHADER__";
-        } else {
-            fs << R"__SHADER__(
-                highp vec3 DisplayColorMatrix(const highp vec3 color) {
-                    return color;
-                }
-            )__SHADER__";
-        }
-
-        generateEOTF(fs, needs);
-        generateOOTF(fs, needs);
-        generateOETF(fs, needs);
-    }
-
-    fs << "void main(void) {" << indent;
-    if (needs.drawShadows()) {
-        fs << "gl_FragColor = getShadowColor();";
-    } else {
-        if (needs.isTexturing()) {
-            fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
-        } else {
-            fs << "gl_FragColor.rgb = color.rgb;";
-            fs << "gl_FragColor.a = 1.0;";
-        }
-        if (needs.isOpaque()) {
-            fs << "gl_FragColor.a = 1.0;";
-        }
-    }
-
-    if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF()) ||
-        needs.hasDisplayColorMatrix()) {
-        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 = "
-              "DisplayColorMatrix(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);";
-        }
-    }
-
-    /*
-     * Whether applying layer alpha before or after color transform doesn't matter,
-     * as long as we can undo premultiplication. But we cannot un-premultiply
-     * for color transform if the layer alpha = 0, e.g. 0 / (0 + 0.0019) = 0.
-     */
-    if (!needs.drawShadows()) {
-        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.hasRoundedCorners()) {
-        if (needs.isPremultiplied()) {
-            fs << "gl_FragColor *= vec4(applyCornerRadius(outCropCoords));";
-        } else {
-            fs << "gl_FragColor.a *= applyCornerRadius(outCropCoords);";
-        }
-    }
-
-    fs << dedent << "}";
-    return fs.getString();
-}
-
-std::unique_ptr<Program> ProgramCache::generateProgram(const Key& needs) {
-    ATRACE_CALL();
-
-    // vertex shader
-    String8 vs = generateVertexShader(needs);
-
-    // fragment shader
-    String8 fs = generateFragmentShader(needs);
-
-    return std::make_unique<Program>(needs, vs.string(), fs.string());
-}
-
-void ProgramCache::useProgram(EGLContext context, const Description& description) {
-    // generate the key for the shader based on the description
-    Key needs(computeKey(description));
-
-    // look-up the program in the cache
-    auto& cache = mCaches[context];
-    auto it = cache.find(needs);
-    if (it == cache.end()) {
-        // we didn't find our program, so generate one...
-        nsecs_t time = systemTime();
-        it = cache.emplace(needs, generateProgram(needs)).first;
-        time = systemTime() - time;
-
-        ALOGV(">>> generated new program for context %p: needs=%08X, time=%u ms (%zu programs)",
-              context, needs.mKey, uint32_t(ns2ms(time)), cache.size());
-    }
-
-    // here we have a suitable program for this description
-    std::unique_ptr<Program>& program = it->second;
-    if (program->isValid()) {
-        program->use();
-        program->setUniforms(description);
-    }
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/ProgramCache.h b/libs/renderengine/gl/ProgramCache.h
deleted file mode 100644
index 83fef8e..0000000
--- a/libs/renderengine/gl/ProgramCache.h
+++ /dev/null
@@ -1,233 +0,0 @@
-/*
- * 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 <memory>
-#include <unordered_map>
-
-#include <EGL/egl.h>
-#include <GLES2/gl2.h>
-#include <renderengine/private/Description.h>
-#include <utils/Singleton.h>
-#include <utils/TypeHelpers.h>
-
-namespace android {
-
-class String8;
-
-namespace renderengine {
-
-struct 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,
-
-            ROUNDED_CORNERS_SHIFT = 5,
-            ROUNDED_CORNERS_MASK = 1 << ROUNDED_CORNERS_SHIFT,
-            ROUNDED_CORNERS_OFF = 0 << ROUNDED_CORNERS_SHIFT,
-            ROUNDED_CORNERS_ON = 1 << ROUNDED_CORNERS_SHIFT,
-
-            INPUT_TRANSFORM_MATRIX_SHIFT = 6,
-            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 = 7,
-            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 = 8,
-            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 = 10,
-            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,
-
-            SHADOW_SHIFT = 13,
-            SHADOW_MASK = 1 << SHADOW_SHIFT,
-            SHADOW_OFF = 0 << SHADOW_SHIFT,
-            SHADOW_ON = 1 << SHADOW_SHIFT,
-
-            DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT = 14,
-            DISPLAY_COLOR_TRANSFORM_MATRIX_MASK = 1 << DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT,
-            DISPLAY_COLOR_TRANSFORM_MATRIX_OFF = 0 << DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT,
-            DISPLAY_COLOR_TRANSFORM_MATRIX_ON = 1 << DISPLAY_COLOR_TRANSFORM_MATRIX_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 bool hasTextureCoords() const { return isTexturing() && !drawShadows(); }
-        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 hasRoundedCorners() const {
-            return (mKey & ROUNDED_CORNERS_MASK) == ROUNDED_CORNERS_ON;
-        }
-        inline bool drawShadows() const { return (mKey & SHADOW_MASK) == SHADOW_ON; }
-        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 hasDisplayColorMatrix() const {
-            return (mKey & DISPLAY_COLOR_TRANSFORM_MATRIX_MASK) ==
-                    DISPLAY_COLOR_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;
-        }
-
-        // for use by std::unordered_map
-
-        bool operator==(const Key& other) const { return mKey == other.mKey; }
-
-        struct Hash {
-            size_t operator()(const Key& key) const { return static_cast<size_t>(key.mKey); }
-        };
-    };
-
-    ProgramCache() = default;
-    ~ProgramCache() = default;
-
-    // Generate shaders to populate the cache
-    void primeCache(const EGLContext context, bool toneMapperShaderOnly);
-
-    size_t getSize(const EGLContext context) { return mCaches[context].size(); }
-
-    // useProgram lookup a suitable program in the cache or generates one
-    // if none can be found.
-    void useProgram(const EGLContext context, const Description& description);
-
-    void purgeCaches() { mCaches.clear(); }
-
-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 std::unique_ptr<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 (and the GL program objects are never deleted).
-    std::unordered_map<EGLContext, std::unordered_map<Key, std::unique_ptr<Program>, Key::Hash>>
-            mCaches;
-};
-
-} // namespace gl
-} // namespace renderengine
-
-ANDROID_BASIC_TYPES_TRAITS(renderengine::gl::ProgramCache::Key)
-
-} // namespace android
-
-#endif /* SF_RENDER_ENGINE_PROGRAMCACHE_H */
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp
deleted file mode 100644
index 3455e08..0000000
--- a/libs/renderengine/gl/filters/BlurFilter.cpp
+++ /dev/null
@@ -1,268 +0,0 @@
-/*
- * Copyright 2019 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 "BlurFilter.h"
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include <GLES3/gl3.h>
-#include <GLES3/gl3ext.h>
-#include <ui/GraphicTypes.h>
-#include <cstdint>
-
-#include <utils/Trace.h>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-BlurFilter::BlurFilter(GLESRenderEngine& engine)
-      : mEngine(engine),
-        mCompositionFbo(engine),
-        mPingFbo(engine),
-        mPongFbo(engine),
-        mMixProgram(engine),
-        mBlurProgram(engine) {
-    mMixProgram.compile(getVertexShader(), getMixFragShader());
-    mMPosLoc = mMixProgram.getAttributeLocation("aPosition");
-    mMUvLoc = mMixProgram.getAttributeLocation("aUV");
-    mMTextureLoc = mMixProgram.getUniformLocation("uTexture");
-    mMCompositionTextureLoc = mMixProgram.getUniformLocation("uCompositionTexture");
-    mMMixLoc = mMixProgram.getUniformLocation("uMix");
-
-    mBlurProgram.compile(getVertexShader(), getFragmentShader());
-    mBPosLoc = mBlurProgram.getAttributeLocation("aPosition");
-    mBUvLoc = mBlurProgram.getAttributeLocation("aUV");
-    mBTextureLoc = mBlurProgram.getUniformLocation("uTexture");
-    mBOffsetLoc = mBlurProgram.getUniformLocation("uOffset");
-
-    static constexpr auto size = 2.0f;
-    static constexpr auto translation = 1.0f;
-    const GLfloat vboData[] = {
-        // Vertex data
-        translation - size, -translation - size,
-        translation - size, -translation + size,
-        translation + size, -translation + size,
-        // UV data
-        0.0f, 0.0f - translation,
-        0.0f, size - translation,
-        size, size - translation
-    };
-    mMeshBuffer.allocateBuffers(vboData, 12 /* size */);
-}
-
-status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t radius) {
-    ATRACE_NAME("BlurFilter::setAsDrawTarget");
-    mRadius = radius;
-    mDisplayX = display.physicalDisplay.left;
-    mDisplayY = display.physicalDisplay.top;
-
-    if (mDisplayWidth < display.physicalDisplay.width() ||
-        mDisplayHeight < display.physicalDisplay.height()) {
-        ATRACE_NAME("BlurFilter::allocatingTextures");
-
-        mDisplayWidth = display.physicalDisplay.width();
-        mDisplayHeight = display.physicalDisplay.height();
-        mCompositionFbo.allocateBuffers(mDisplayWidth, mDisplayHeight);
-
-        const uint32_t fboWidth = floorf(mDisplayWidth * kFboScale);
-        const uint32_t fboHeight = floorf(mDisplayHeight * kFboScale);
-        mPingFbo.allocateBuffers(fboWidth, fboHeight);
-        mPongFbo.allocateBuffers(fboWidth, fboHeight);
-
-        if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
-            ALOGE("Invalid ping buffer");
-            return mPingFbo.getStatus();
-        }
-        if (mPongFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
-            ALOGE("Invalid pong buffer");
-            return mPongFbo.getStatus();
-        }
-        if (mCompositionFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
-            ALOGE("Invalid composition buffer");
-            return mCompositionFbo.getStatus();
-        }
-        if (!mBlurProgram.isValid()) {
-            ALOGE("Invalid shader");
-            return GL_INVALID_OPERATION;
-        }
-    }
-
-    mCompositionFbo.bind();
-    glViewport(0, 0, mCompositionFbo.getBufferWidth(), mCompositionFbo.getBufferHeight());
-    return NO_ERROR;
-}
-
-void BlurFilter::drawMesh(GLuint uv, GLuint position) {
-
-    glEnableVertexAttribArray(uv);
-    glEnableVertexAttribArray(position);
-    mMeshBuffer.bind();
-    glVertexAttribPointer(position, 2 /* size */, GL_FLOAT, GL_FALSE,
-                          2 * sizeof(GLfloat) /* stride */, 0 /* offset */);
-    glVertexAttribPointer(uv, 2 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */,
-                          (GLvoid*)(6 * sizeof(GLfloat)) /* offset */);
-    mMeshBuffer.unbind();
-
-    // draw mesh
-    glDrawArrays(GL_TRIANGLES, 0 /* first */, 3 /* count */);
-}
-
-status_t BlurFilter::prepare() {
-    ATRACE_NAME("BlurFilter::prepare");
-
-    // Kawase is an approximation of Gaussian, but it behaves differently from it.
-    // A radius transformation is required for approximating them, and also to introduce
-    // non-integer steps, necessary to smoothly interpolate large radii.
-    const auto radius = mRadius / 6.0f;
-
-    // Calculate how many passes we'll do, based on the radius.
-    // Too many passes will make the operation expensive.
-    const auto passes = min(kMaxPasses, (uint32_t)ceil(radius));
-
-    const float radiusByPasses = radius / (float)passes;
-    const float stepX = radiusByPasses / (float)mCompositionFbo.getBufferWidth();
-    const float stepY = radiusByPasses / (float)mCompositionFbo.getBufferHeight();
-
-    // Let's start by downsampling and blurring the composited frame simultaneously.
-    mBlurProgram.useProgram();
-    glActiveTexture(GL_TEXTURE0);
-    glUniform1i(mBTextureLoc, 0);
-    glBindTexture(GL_TEXTURE_2D, mCompositionFbo.getTextureName());
-    glUniform2f(mBOffsetLoc, stepX, stepY);
-    glViewport(0, 0, mPingFbo.getBufferWidth(), mPingFbo.getBufferHeight());
-    mPingFbo.bind();
-    drawMesh(mBUvLoc, mBPosLoc);
-
-    // And now we'll ping pong between our textures, to accumulate the result of various offsets.
-    GLFramebuffer* read = &mPingFbo;
-    GLFramebuffer* draw = &mPongFbo;
-    glViewport(0, 0, draw->getBufferWidth(), draw->getBufferHeight());
-    for (auto i = 1; i < passes; i++) {
-        ATRACE_NAME("BlurFilter::renderPass");
-        draw->bind();
-
-        glBindTexture(GL_TEXTURE_2D, read->getTextureName());
-        glUniform2f(mBOffsetLoc, stepX * i, stepY * i);
-
-        drawMesh(mBUvLoc, mBPosLoc);
-
-        // Swap buffers for next iteration
-        auto tmp = draw;
-        draw = read;
-        read = tmp;
-    }
-    mLastDrawTarget = read;
-
-    return NO_ERROR;
-}
-
-status_t BlurFilter::render(bool multiPass) {
-    ATRACE_NAME("BlurFilter::render");
-
-    // Now let's scale our blur up. It will be interpolated with the larger composited
-    // texture for the first frames, to hide downscaling artifacts.
-    GLfloat mix = fmin(1.0, mRadius / kMaxCrossFadeRadius);
-
-    // When doing multiple passes, we cannot try to read mCompositionFbo, given that we'll
-    // be writing onto it. Let's disable the crossfade, otherwise we'd need 1 extra frame buffer,
-    // as large as the screen size.
-    if (mix >= 1 || multiPass) {
-        mLastDrawTarget->bindAsReadBuffer();
-        glBlitFramebuffer(0, 0, mLastDrawTarget->getBufferWidth(),
-                          mLastDrawTarget->getBufferHeight(), mDisplayX, mDisplayY, mDisplayWidth,
-                          mDisplayHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
-        return NO_ERROR;
-    }
-
-    mMixProgram.useProgram();
-    glUniform1f(mMMixLoc, mix);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, mLastDrawTarget->getTextureName());
-    glUniform1i(mMTextureLoc, 0);
-    glActiveTexture(GL_TEXTURE1);
-    glBindTexture(GL_TEXTURE_2D, mCompositionFbo.getTextureName());
-    glUniform1i(mMCompositionTextureLoc, 1);
-
-    drawMesh(mMUvLoc, mMPosLoc);
-
-    glUseProgram(0);
-    glActiveTexture(GL_TEXTURE0);
-    mEngine.checkErrors("Drawing blur mesh");
-    return NO_ERROR;
-}
-
-string BlurFilter::getVertexShader() const {
-    return R"SHADER(#version 300 es
-        precision mediump float;
-
-        in vec2 aPosition;
-        in highp vec2 aUV;
-        out highp vec2 vUV;
-
-        void main() {
-            vUV = aUV;
-            gl_Position = vec4(aPosition, 0.0, 1.0);
-        }
-    )SHADER";
-}
-
-string BlurFilter::getFragmentShader() const {
-    return R"SHADER(#version 300 es
-        precision mediump float;
-
-        uniform sampler2D uTexture;
-        uniform vec2 uOffset;
-
-        in highp vec2 vUV;
-        out vec4 fragColor;
-
-        void main() {
-            fragColor  = texture(uTexture, vUV, 0.0);
-            fragColor += texture(uTexture, vUV + vec2( uOffset.x,  uOffset.y), 0.0);
-            fragColor += texture(uTexture, vUV + vec2( uOffset.x, -uOffset.y), 0.0);
-            fragColor += texture(uTexture, vUV + vec2(-uOffset.x,  uOffset.y), 0.0);
-            fragColor += texture(uTexture, vUV + vec2(-uOffset.x, -uOffset.y), 0.0);
-
-            fragColor = vec4(fragColor.rgb * 0.2, 1.0);
-        }
-    )SHADER";
-}
-
-string BlurFilter::getMixFragShader() const {
-    string shader = R"SHADER(#version 300 es
-        precision mediump float;
-
-        in highp vec2 vUV;
-        out vec4 fragColor;
-
-        uniform sampler2D uCompositionTexture;
-        uniform sampler2D uTexture;
-        uniform float uMix;
-
-        void main() {
-            vec4 blurred = texture(uTexture, vUV);
-            vec4 composition = texture(uCompositionTexture, vUV);
-            fragColor = mix(composition, blurred, uMix);
-        }
-    )SHADER";
-    return shader;
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/filters/BlurFilter.h b/libs/renderengine/gl/filters/BlurFilter.h
deleted file mode 100644
index 593a8fd..0000000
--- a/libs/renderengine/gl/filters/BlurFilter.h
+++ /dev/null
@@ -1,95 +0,0 @@
-/*
- * Copyright 2019 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 <ui/GraphicTypes.h>
-#include "../GLESRenderEngine.h"
-#include "../GLFramebuffer.h"
-#include "../GLVertexBuffer.h"
-#include "GenericProgram.h"
-
-using namespace std;
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-/**
- * This is an implementation of a Kawase blur, as described in here:
- * https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/
- * 00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
- */
-class BlurFilter {
-public:
-    // Downsample FBO to improve performance
-    static constexpr float kFboScale = 0.25f;
-    // Maximum number of render passes
-    static constexpr uint32_t kMaxPasses = 4;
-    // To avoid downscaling artifacts, we interpolate the blurred fbo with the full composited
-    // image, up to this radius.
-    static constexpr float kMaxCrossFadeRadius = 30.0f;
-
-    explicit BlurFilter(GLESRenderEngine& engine);
-    virtual ~BlurFilter(){};
-
-    // Set up render targets, redirecting output to offscreen texture.
-    status_t setAsDrawTarget(const DisplaySettings&, uint32_t radius);
-    // Execute blur passes, rendering to offscreen texture.
-    status_t prepare();
-    // Render blur to the bound framebuffer (screen).
-    status_t render(bool multiPass);
-
-private:
-    uint32_t mRadius;
-    void drawMesh(GLuint uv, GLuint position);
-    string getVertexShader() const;
-    string getFragmentShader() const;
-    string getMixFragShader() const;
-
-    GLESRenderEngine& mEngine;
-    // Frame buffer holding the composited background.
-    GLFramebuffer mCompositionFbo;
-    // Frame buffers holding the blur passes.
-    GLFramebuffer mPingFbo;
-    GLFramebuffer mPongFbo;
-    uint32_t mDisplayWidth = 0;
-    uint32_t mDisplayHeight = 0;
-    uint32_t mDisplayX = 0;
-    uint32_t mDisplayY = 0;
-    // Buffer holding the final blur pass.
-    GLFramebuffer* mLastDrawTarget;
-
-    // VBO containing vertex and uv data of a fullscreen triangle.
-    GLVertexBuffer mMeshBuffer;
-
-    GenericProgram mMixProgram;
-    GLuint mMPosLoc;
-    GLuint mMUvLoc;
-    GLuint mMMixLoc;
-    GLuint mMTextureLoc;
-    GLuint mMCompositionTextureLoc;
-
-    GenericProgram mBlurProgram;
-    GLuint mBPosLoc;
-    GLuint mBUvLoc;
-    GLuint mBTextureLoc;
-    GLuint mBOffsetLoc;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/filters/GenericProgram.cpp b/libs/renderengine/gl/filters/GenericProgram.cpp
deleted file mode 100644
index bb35889..0000000
--- a/libs/renderengine/gl/filters/GenericProgram.cpp
+++ /dev/null
@@ -1,122 +0,0 @@
-/*
- * Copyright 2019 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 "GenericProgram.h"
-
-#include <GLES/gl.h>
-#include <GLES/glext.h>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-GenericProgram::GenericProgram(GLESRenderEngine& engine) : mEngine(engine) {}
-
-GenericProgram::~GenericProgram() {
-    if (mVertexShaderHandle != 0) {
-        if (mProgramHandle != 0) {
-            glDetachShader(mProgramHandle, mVertexShaderHandle);
-        }
-        glDeleteShader(mVertexShaderHandle);
-    }
-
-    if (mFragmentShaderHandle != 0) {
-        if (mProgramHandle != 0) {
-            glDetachShader(mProgramHandle, mFragmentShaderHandle);
-        }
-        glDeleteShader(mFragmentShaderHandle);
-    }
-
-    if (mProgramHandle != 0) {
-        glDeleteProgram(mProgramHandle);
-    }
-}
-
-void GenericProgram::compile(string vertexShader, string fragmentShader) {
-    mVertexShaderHandle = compileShader(GL_VERTEX_SHADER, vertexShader);
-    mFragmentShaderHandle = compileShader(GL_FRAGMENT_SHADER, fragmentShader);
-    if (mVertexShaderHandle == 0 || mFragmentShaderHandle == 0) {
-        ALOGE("Aborting program creation.");
-        return;
-    }
-    mProgramHandle = createAndLink(mVertexShaderHandle, mFragmentShaderHandle);
-    mEngine.checkErrors("Linking program");
-}
-
-void GenericProgram::useProgram() const {
-    glUseProgram(mProgramHandle);
-}
-
-GLuint GenericProgram::compileShader(GLuint type, string src) const {
-    const GLuint shader = glCreateShader(type);
-    if (shader == 0) {
-        mEngine.checkErrors("Creating shader");
-        return 0;
-    }
-    const GLchar* charSrc = (const GLchar*)src.c_str();
-    glShaderSource(shader, 1, &charSrc, nullptr);
-    glCompileShader(shader);
-
-    GLint isCompiled = 0;
-    glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
-    if (isCompiled == GL_FALSE) {
-        GLint maxLength = 0;
-        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-        string errorLog;
-        errorLog.reserve(maxLength);
-        glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data());
-        glDeleteShader(shader);
-        ALOGE("Error compiling shader: %s", errorLog.c_str());
-        return 0;
-    }
-    return shader;
-}
-GLuint GenericProgram::createAndLink(GLuint vertexShader, GLuint fragmentShader) const {
-    const GLuint program = glCreateProgram();
-    mEngine.checkErrors("Creating program");
-
-    glAttachShader(program, vertexShader);
-    glAttachShader(program, fragmentShader);
-    glLinkProgram(program);
-    mEngine.checkErrors("Linking program");
-    return program;
-}
-
-GLuint GenericProgram::getUniformLocation(const string name) const {
-    if (mProgramHandle == 0) {
-        ALOGE("Can't get location of %s on an invalid program.", name.c_str());
-        return -1;
-    }
-    return glGetUniformLocation(mProgramHandle, (const GLchar*)name.c_str());
-}
-
-GLuint GenericProgram::getAttributeLocation(const string name) const {
-    if (mProgramHandle == 0) {
-        ALOGE("Can't get location of %s on an invalid program.", name.c_str());
-        return -1;
-    }
-    return glGetAttribLocation(mProgramHandle, (const GLchar*)name.c_str());
-}
-
-bool GenericProgram::isValid() const {
-    return mProgramHandle != 0;
-}
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/filters/GenericProgram.h b/libs/renderengine/gl/filters/GenericProgram.h
deleted file mode 100644
index 6da2a5a..0000000
--- a/libs/renderengine/gl/filters/GenericProgram.h
+++ /dev/null
@@ -1,51 +0,0 @@
-/*
- * Copyright 2019 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 <ui/GraphicTypes.h>
-#include "../GLESRenderEngine.h"
-#include "../GLFramebuffer.h"
-
-using namespace std;
-
-namespace android {
-namespace renderengine {
-namespace gl {
-
-class GenericProgram {
-public:
-    explicit GenericProgram(GLESRenderEngine& renderEngine);
-    ~GenericProgram();
-    void compile(string vertexShader, string fragmentShader);
-    bool isValid() const;
-    void useProgram() const;
-    GLuint getAttributeLocation(const string name) const;
-    GLuint getUniformLocation(const string name) const;
-
-private:
-    GLuint compileShader(GLuint type, const string src) const;
-    GLuint createAndLink(GLuint vertexShader, GLuint fragmentShader) const;
-
-    GLESRenderEngine& mEngine;
-    GLuint mVertexShaderHandle = 0;
-    GLuint mFragmentShaderHandle = 0;
-    GLuint mProgramHandle = 0;
-};
-
-} // namespace gl
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/include/renderengine/Framebuffer.h b/libs/renderengine/include/renderengine/Framebuffer.h
deleted file mode 100644
index 6511127..0000000
--- a/libs/renderengine/include/renderengine/Framebuffer.h
+++ /dev/null
@@ -1,35 +0,0 @@
-/*
- * 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 <cstdint>
-
-struct ANativeWindowBuffer;
-
-namespace android {
-namespace renderengine {
-
-class Framebuffer {
-public:
-    virtual ~Framebuffer() = default;
-
-    virtual bool setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
-                                       const bool useFramebufferCache) = 0;
-};
-
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/include/renderengine/Image.h b/libs/renderengine/include/renderengine/Image.h
deleted file mode 100644
index 3bb4731..0000000
--- a/libs/renderengine/include/renderengine/Image.h
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * 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
-
-struct ANativeWindowBuffer;
-
-namespace android {
-namespace renderengine {
-
-class Image {
-public:
-    virtual ~Image() = default;
-    virtual bool setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected) = 0;
-};
-
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/include/renderengine/Mesh.h b/libs/renderengine/include/renderengine/Mesh.h
deleted file mode 100644
index 167f13f..0000000
--- a/libs/renderengine/include/renderengine/Mesh.h
+++ /dev/null
@@ -1,205 +0,0 @@
-/*
- * 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_MESH_H
-#define SF_RENDER_ENGINE_MESH_H
-
-#include <vector>
-
-#include <stdint.h>
-
-namespace android {
-namespace renderengine {
-
-class Mesh {
-public:
-    class Builder;
-
-    enum Primitive {
-        TRIANGLES = 0x0004,      // GL_TRIANGLES
-        TRIANGLE_STRIP = 0x0005, // GL_TRIANGLE_STRIP
-        TRIANGLE_FAN = 0x0006    // GL_TRIANGLE_FAN
-    };
-
-    ~Mesh() = default;
-
-    /*
-     * VertexArray handles the stride automatically.
-     */
-    template <typename TYPE>
-    class VertexArray {
-        friend class Mesh;
-        float* mData;
-        size_t mStride;
-        size_t mOffset = 0;
-        VertexArray(float* data, size_t stride) : mData(data), mStride(stride) {}
-
-    public:
-        // Returns a vertex array at an offset so its easier to append attributes from
-        // multiple sources.
-        VertexArray(VertexArray<TYPE>& other, size_t offset)
-              : mData(other.mData), mStride(other.mStride), mOffset(offset) {}
-
-        TYPE& operator[](size_t index) {
-            return *reinterpret_cast<TYPE*>(&mData[(index + mOffset) * mStride]);
-        }
-        TYPE const& operator[](size_t index) const {
-            return *reinterpret_cast<TYPE const*>(&mData[(index + mOffset) * mStride]);
-        }
-    };
-
-    template <typename TYPE>
-    VertexArray<TYPE> getPositionArray() {
-        return VertexArray<TYPE>(getPositions(), mStride);
-    }
-
-    template <typename TYPE>
-    VertexArray<TYPE> getTexCoordArray() {
-        return VertexArray<TYPE>(getTexCoords(), mStride);
-    }
-
-    template <typename TYPE>
-    VertexArray<TYPE> getCropCoordArray() {
-        return VertexArray<TYPE>(getCropCoords(), mStride);
-    }
-
-    template <typename TYPE>
-    VertexArray<TYPE> getShadowColorArray() {
-        return VertexArray<TYPE>(getShadowColor(), mStride);
-    }
-
-    template <typename TYPE>
-    VertexArray<TYPE> getShadowParamsArray() {
-        return VertexArray<TYPE>(getShadowParams(), mStride);
-    }
-
-    uint16_t* getIndicesArray() { return getIndices(); }
-
-    Primitive getPrimitive() const;
-
-    // returns a pointer to the vertices positions
-    float const* getPositions() const;
-
-    // returns a pointer to the vertices texture coordinates
-    float const* getTexCoords() const;
-
-    // returns a pointer to the vertices crop coordinates
-    float const* getCropCoords() const;
-
-    // returns a pointer to colors
-    float const* getShadowColor() const;
-
-    // returns a pointer to the shadow params
-    float const* getShadowParams() const;
-
-    // returns a pointer to indices
-    uint16_t const* getIndices() const;
-
-    // number of vertices in this mesh
-    size_t getVertexCount() const;
-
-    // dimension of vertices
-    size_t getVertexSize() const;
-
-    // dimension of texture coordinates
-    size_t getTexCoordsSize() const;
-
-    size_t getShadowParamsSize() const;
-
-    size_t getShadowColorSize() const;
-
-    size_t getIndexCount() const;
-
-    // return stride in bytes
-    size_t getByteStride() const;
-
-    // return stride in floats
-    size_t getStride() const;
-
-private:
-    Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize,
-         size_t cropCoordsSize, size_t shadowColorSize, size_t shadowParamsSize, size_t indexCount);
-    Mesh(const Mesh&);
-    Mesh& operator=(const Mesh&);
-    Mesh const& operator=(const Mesh&) const;
-
-    float* getPositions();
-    float* getTexCoords();
-    float* getCropCoords();
-    float* getShadowColor();
-    float* getShadowParams();
-    uint16_t* getIndices();
-
-    std::vector<float> mVertices;
-    size_t mVertexCount;
-    size_t mVertexSize;
-    size_t mTexCoordsSize;
-    size_t mCropCoordsSize;
-    size_t mShadowColorSize;
-    size_t mShadowParamsSize;
-    size_t mStride;
-    Primitive mPrimitive;
-    std::vector<uint16_t> mIndices;
-    size_t mIndexCount;
-};
-
-class Mesh::Builder {
-public:
-    Builder& setPrimitive(Primitive primitive) {
-        mPrimitive = primitive;
-        return *this;
-    };
-    Builder& setVertices(size_t vertexCount, size_t vertexSize) {
-        mVertexCount = vertexCount;
-        mVertexSize = vertexSize;
-        return *this;
-    };
-    Builder& setTexCoords(size_t texCoordsSize) {
-        mTexCoordsSize = texCoordsSize;
-        return *this;
-    };
-    Builder& setCropCoords(size_t cropCoordsSize) {
-        mCropCoordsSize = cropCoordsSize;
-        return *this;
-    };
-    Builder& setShadowAttrs() {
-        mShadowParamsSize = 3;
-        mShadowColorSize = 4;
-        return *this;
-    };
-    Builder& setIndices(size_t indexCount) {
-        mIndexCount = indexCount;
-        return *this;
-    };
-    Mesh build() const {
-        return Mesh{mPrimitive,      mVertexCount,     mVertexSize,       mTexCoordsSize,
-                    mCropCoordsSize, mShadowColorSize, mShadowParamsSize, mIndexCount};
-    }
-
-private:
-    size_t mVertexCount = 0;
-    size_t mVertexSize = 0;
-    size_t mTexCoordsSize = 0;
-    size_t mCropCoordsSize = 0;
-    size_t mShadowColorSize = 0;
-    size_t mShadowParamsSize = 0;
-    size_t mIndexCount = 0;
-    Primitive mPrimitive;
-};
-
-} // namespace renderengine
-} // namespace android
-#endif /* SF_RENDER_ENGINE_MESH_H */
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index 83af252..72a6075 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -22,8 +22,6 @@
 #include <math/mat4.h>
 #include <renderengine/DisplaySettings.h>
 #include <renderengine/ExternalTexture.h>
-#include <renderengine/Framebuffer.h>
-#include <renderengine/Image.h>
 #include <renderengine/LayerSettings.h>
 #include <stdint.h>
 #include <sys/types.h>
@@ -95,8 +93,6 @@
     };
 
     enum class RenderEngineType {
-        GLES = 1,
-        THREADED = 2,
         SKIA_GL = 3,
         SKIA_GL_THREADED = 4,
         SKIA_VK = 5,
@@ -171,8 +167,6 @@
     // being drawn, then the implementation is free to silently ignore this call.
     virtual void cleanupPostRender() = 0;
 
-    virtual void cleanFramebufferCache() = 0;
-
     // Returns the priority this context was actually created with. Note: this
     // may not be the same as specified at context creation time, due to
     // implementation limits on the number of contexts that can be created at a
@@ -204,7 +198,7 @@
     virtual void setEnableTracing(bool /*tracingEnabled*/) {}
 
 protected:
-    RenderEngine() : RenderEngine(RenderEngineType::GLES) {}
+    RenderEngine() : RenderEngine(RenderEngineType::SKIA_GL) {}
 
     RenderEngine(RenderEngineType type) : mRenderEngineType(type) {}
 
diff --git a/libs/renderengine/include/renderengine/Texture.h b/libs/renderengine/include/renderengine/Texture.h
deleted file mode 100644
index c69ace0..0000000
--- a/libs/renderengine/include/renderengine/Texture.h
+++ /dev/null
@@ -1,60 +0,0 @@
-/*
- * 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_TEXTURE_H
-#define SF_RENDER_ENGINE_TEXTURE_H
-
-#include <stdint.h>
-
-#include <math/mat4.h>
-
-namespace android {
-namespace renderengine {
-
-class Texture {
-public:
-    enum Target { TEXTURE_2D = 0x0DE1, TEXTURE_EXTERNAL = 0x8D65 };
-
-    Texture();
-    Texture(Target textureTarget, uint32_t textureName);
-    ~Texture();
-
-    void init(Target textureTarget, uint32_t textureName);
-
-    void setMatrix(float const* matrix);
-    void setFiltering(bool enabled);
-    void setDimensions(size_t width, size_t height);
-
-    uint32_t getTextureName() const;
-    uint32_t getTextureTarget() const;
-
-    const mat4& getMatrix() const;
-    bool getFiltering() const;
-    size_t getWidth() const;
-    size_t getHeight() const;
-
-private:
-    uint32_t mTextureName;
-    uint32_t mTextureTarget;
-    size_t mWidth;
-    size_t mHeight;
-    bool mFiltering;
-    mat4 mTextureMatrix;
-};
-
-} // namespace renderengine
-} // namespace android
-#endif /* SF_RENDER_ENGINE_TEXTURE_H */
diff --git a/libs/renderengine/include/renderengine/mock/Framebuffer.h b/libs/renderengine/include/renderengine/mock/Framebuffer.h
deleted file mode 100644
index dfb6a4e..0000000
--- a/libs/renderengine/include/renderengine/mock/Framebuffer.h
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * 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 <gmock/gmock.h>
-#include <renderengine/Framebuffer.h>
-
-namespace android {
-namespace renderengine {
-namespace mock {
-
-class Framebuffer : public renderengine::Framebuffer {
-public:
-    Framebuffer();
-    ~Framebuffer() override;
-
-    MOCK_METHOD3(setNativeWindowBuffer, bool(ANativeWindowBuffer*, bool, const bool));
-};
-
-} // namespace mock
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/include/renderengine/mock/Image.h b/libs/renderengine/include/renderengine/mock/Image.h
deleted file mode 100644
index 2b0eed1..0000000
--- a/libs/renderengine/include/renderengine/mock/Image.h
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * 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 <gmock/gmock.h>
-#include <renderengine/Image.h>
-
-namespace android {
-namespace renderengine {
-namespace mock {
-
-class Image : public renderengine::Image {
-public:
-    Image();
-    ~Image() override;
-
-    MOCK_METHOD2(setNativeWindowBuffer, bool(ANativeWindowBuffer* buffer, bool isProtected));
-};
-
-} // namespace mock
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/include/renderengine/mock/RenderEngine.h b/libs/renderengine/include/renderengine/mock/RenderEngine.h
index d3035e2..571b52b 100644
--- a/libs/renderengine/include/renderengine/mock/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/mock/RenderEngine.h
@@ -19,9 +19,7 @@
 #include <gmock/gmock.h>
 #include <renderengine/DisplaySettings.h>
 #include <renderengine/LayerSettings.h>
-#include <renderengine/Mesh.h>
 #include <renderengine/RenderEngine.h>
-#include <renderengine/Texture.h>
 #include <ui/Fence.h>
 #include <ui/GraphicBuffer.h>
 #include <ui/Region.h>
diff --git a/libs/renderengine/include/renderengine/private/Description.h b/libs/renderengine/include/renderengine/private/Description.h
deleted file mode 100644
index 2873ad7..0000000
--- a/libs/renderengine/include/renderengine/private/Description.h
+++ /dev/null
@@ -1,92 +0,0 @@
-/*
- * 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_DESCRIPTION_H_
-#define SF_RENDER_ENGINE_DESCRIPTION_H_
-
-#include <renderengine/Texture.h>
-#include <ui/GraphicTypes.h>
-
-namespace android {
-namespace renderengine {
-
-/*
- * This is the structure that holds the state of the rendering engine.
- * This class is used to generate a corresponding GLSL program and set the
- * appropriate uniform.
- */
-struct Description {
-    enum class TransferFunction : int {
-        LINEAR,
-        SRGB,
-        ST2084,
-        HLG, // Hybrid Log-Gamma for HDR.
-    };
-
-    static TransferFunction dataSpaceToTransferFunction(ui::Dataspace dataSpace);
-
-    Description() = default;
-    ~Description() = default;
-
-    bool hasInputTransformMatrix() const;
-    bool hasOutputTransformMatrix() const;
-    bool hasColorMatrix() const;
-    bool hasDisplayColorMatrix() const;
-
-    // whether textures are premultiplied
-    bool isPremultipliedAlpha = false;
-    // whether this layer is marked as opaque
-    bool isOpaque = true;
-
-    // corner radius of the layer
-    float cornerRadius = 0;
-
-    // Size of the rounded rectangle we are cropping to
-    half2 cropSize;
-
-    // Texture this layer uses
-    Texture texture;
-    bool textureEnabled = false;
-
-    // color used when texturing is disabled or when setting alpha.
-    half4 color;
-
-    // transfer functions for the input/output
-    TransferFunction inputTransferFunction = TransferFunction::LINEAR;
-    TransferFunction outputTransferFunction = TransferFunction::LINEAR;
-
-    float displayMaxLuminance;
-    float maxMasteringLuminance;
-    float maxContentLuminance;
-
-    // projection matrix
-    mat4 projectionMatrix;
-
-    // The color matrix will be applied in linear space right before OETF.
-    mat4 colorMatrix;
-    // The display color matrix will be applied in gamma space after OETF
-    mat4 displayColorMatrix;
-    mat4 inputTransformMatrix;
-    mat4 outputTransformMatrix;
-
-    // True if this layer will draw a shadow.
-    bool drawShadows = false;
-};
-
-} // namespace renderengine
-} // namespace android
-
-#endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */
diff --git a/libs/renderengine/mock/Framebuffer.cpp b/libs/renderengine/mock/Framebuffer.cpp
deleted file mode 100644
index fbdcaab..0000000
--- a/libs/renderengine/mock/Framebuffer.cpp
+++ /dev/null
@@ -1,30 +0,0 @@
-/*
- * 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.
- */
-
-#include <renderengine/mock/Framebuffer.h>
-
-namespace android {
-namespace renderengine {
-namespace mock {
-
-// The Google Mock documentation recommends explicit non-header instantiations
-// for better compile time performance.
-Framebuffer::Framebuffer() = default;
-Framebuffer::~Framebuffer() = default;
-
-} // namespace mock
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/mock/Image.cpp b/libs/renderengine/mock/Image.cpp
deleted file mode 100644
index 57f4346..0000000
--- a/libs/renderengine/mock/Image.cpp
+++ /dev/null
@@ -1,30 +0,0 @@
-/*
- * 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.
- */
-
-#include <renderengine/mock/Image.h>
-
-namespace android {
-namespace renderengine {
-namespace mock {
-
-// The Google Mock documentation recommends explicit non-header instantiations
-// for better compile time performance.
-Image::Image() = default;
-Image::~Image() = default;
-
-} // namespace mock
-} // namespace renderengine
-} // namespace android
diff --git a/libs/renderengine/gl/GLExtensions.cpp b/libs/renderengine/skia/GLExtensions.cpp
similarity index 96%
rename from libs/renderengine/gl/GLExtensions.cpp
rename to libs/renderengine/skia/GLExtensions.cpp
index 3dd534e..32da303 100644
--- a/libs/renderengine/gl/GLExtensions.cpp
+++ b/libs/renderengine/skia/GLExtensions.cpp
@@ -23,11 +23,11 @@
 #include <stdio.h>
 #include <stdlib.h>
 
-ANDROID_SINGLETON_STATIC_INSTANCE(android::renderengine::gl::GLExtensions)
+ANDROID_SINGLETON_STATIC_INSTANCE(android::renderengine::skia::GLExtensions)
 
 namespace android {
 namespace renderengine {
-namespace gl {
+namespace skia {
 
 namespace {
 
@@ -134,6 +134,6 @@
     return mEGLExtensions.string();
 }
 
-} // namespace gl
+} // namespace skia
 } // namespace renderengine
 } // namespace android
diff --git a/libs/renderengine/gl/GLExtensions.h b/libs/renderengine/skia/GLExtensions.h
similarity index 98%
rename from libs/renderengine/gl/GLExtensions.h
rename to libs/renderengine/skia/GLExtensions.h
index e415ff3..0cb1bda 100644
--- a/libs/renderengine/gl/GLExtensions.h
+++ b/libs/renderengine/skia/GLExtensions.h
@@ -29,7 +29,7 @@
 
 namespace android {
 namespace renderengine {
-namespace gl {
+namespace skia {
 
 class GLExtensions : public Singleton<GLExtensions> {
 public:
@@ -81,7 +81,7 @@
     GLExtensions& operator=(const GLExtensions&);
 };
 
-} // namespace gl
+} // namespace skia
 } // namespace renderengine
 } // namespace android
 
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 92181d8..e253ad5 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -36,17 +36,26 @@
 #include <memory>
 #include <numeric>
 
-#include "../gl/GLExtensions.h"
+#include "GLExtensions.h"
 #include "log/log_main.h"
 
-bool checkGlError(const char* op, int lineNumber);
-
 namespace android {
 namespace renderengine {
 namespace skia {
 
 using base::StringAppendF;
 
+static 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 status_t selectConfigForAttribute(EGLDisplay dpy, EGLint const* attrs, EGLint attribute,
                                          EGLint wanted, EGLConfig* outConfig) {
     EGLint numConfigs = -1, n = 0;
@@ -149,7 +158,7 @@
         LOG_ALWAYS_FATAL("eglQueryString(EGL_EXTENSIONS) failed");
     }
 
-    auto& extensions = gl::GLExtensions::getInstance();
+    auto& extensions = GLExtensions::getInstance();
     extensions.initWithEGLStrings(eglVersion, eglExtensions);
 
     // The code assumes that ES2 or later is available if this extension is
@@ -342,8 +351,8 @@
 }
 
 bool SkiaGLRenderEngine::waitGpuFence(base::borrowed_fd fenceFd) {
-    if (!gl::GLExtensions::getInstance().hasNativeFenceSync() ||
-        !gl::GLExtensions::getInstance().hasWaitSync()) {
+    if (!GLExtensions::getInstance().hasNativeFenceSync() ||
+        !GLExtensions::getInstance().hasWaitSync()) {
         return false;
     }
 
@@ -378,7 +387,7 @@
 
 base::unique_fd SkiaGLRenderEngine::flush() {
     ATRACE_CALL();
-    if (!gl::GLExtensions::getInstance().hasNativeFenceSync()) {
+    if (!GLExtensions::getInstance().hasNativeFenceSync()) {
         return base::unique_fd();
     }
 
@@ -469,13 +478,13 @@
 
 std::optional<RenderEngine::ContextPriority> SkiaGLRenderEngine::createContextPriority(
         const RenderEngineCreationArgs& args) {
-    if (!gl::GLExtensions::getInstance().hasContextPriority()) {
+    if (!GLExtensions::getInstance().hasContextPriority()) {
         return std::nullopt;
     }
 
     switch (args.contextPriority) {
         case RenderEngine::ContextPriority::REALTIME:
-            if (gl::GLExtensions::getInstance().hasRealtimePriority()) {
+            if (GLExtensions::getInstance().hasRealtimePriority()) {
                 return RenderEngine::ContextPriority::REALTIME;
             } else {
                 ALOGI("Realtime priority unsupported, degrading gracefully to high priority");
@@ -519,7 +528,7 @@
 }
 
 void SkiaGLRenderEngine::appendBackendSpecificInfoToDump(std::string& result) {
-    const gl::GLExtensions& extensions = gl::GLExtensions::getInstance();
+    const GLExtensions& extensions = GLExtensions::getInstance();
     StringAppendF(&result, "\n ------------RE GLES------------\n");
     StringAppendF(&result, "EGL implementation : %s\n", extensions.getEGLVersion());
     StringAppendF(&result, "%s\n", extensions.getEGLExtensions());
diff --git a/libs/renderengine/skia/SkiaRenderEngine.h b/libs/renderengine/skia/SkiaRenderEngine.h
index 7b4a0a0..0110521 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.h
+++ b/libs/renderengine/skia/SkiaRenderEngine.h
@@ -64,7 +64,6 @@
 
     std::future<void> primeCache() override final;
     void cleanupPostRender() override final;
-    void cleanFramebufferCache() override final{ }
     bool supportsBackgroundBlur() override final {
         return mBlurFilter != nullptr;
     }
diff --git a/libs/renderengine/tests/RenderEngineThreadedTest.cpp b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
index fe3a16d..281a502 100644
--- a/libs/renderengine/tests/RenderEngineThreadedTest.cpp
+++ b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
@@ -36,7 +36,7 @@
     void SetUp() override {
         mThreadedRE = renderengine::threaded::RenderEngineThreaded::create(
                 [this]() { return std::unique_ptr<renderengine::RenderEngine>(mRenderEngine); },
-                renderengine::RenderEngine::RenderEngineType::THREADED);
+                renderengine::RenderEngine::RenderEngineType::SKIA_GL_THREADED);
     }
 
     std::unique_ptr<renderengine::threaded::RenderEngineThreaded> mThreadedRE;
@@ -57,18 +57,6 @@
     mThreadedRE->getContextPriority();
 }
 
-TEST_F(RenderEngineThreadedTest, genTextures) {
-    uint32_t texName;
-    EXPECT_CALL(*mRenderEngine, genTextures(1, &texName));
-    mThreadedRE->genTextures(1, &texName);
-}
-
-TEST_F(RenderEngineThreadedTest, deleteTextures) {
-    uint32_t texName;
-    EXPECT_CALL(*mRenderEngine, deleteTextures(1, &texName));
-    mThreadedRE->deleteTextures(1, &texName);
-}
-
 TEST_F(RenderEngineThreadedTest, getMaxTextureSize_returns20) {
     size_t size = 20;
     EXPECT_CALL(*mRenderEngine, getMaxTextureSize()).WillOnce(Return(size));
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.cpp b/libs/renderengine/threaded/RenderEngineThreaded.cpp
index 6a1561a..57055bd 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.cpp
+++ b/libs/renderengine/threaded/RenderEngineThreaded.cpp
@@ -27,8 +27,6 @@
 #include <processgroup/processgroup.h>
 #include <utils/Trace.h>
 
-#include "gl/GLESRenderEngine.h"
-
 using namespace std::chrono_literals;
 
 namespace android {
@@ -178,41 +176,13 @@
 void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) {
     ATRACE_CALL();
     // This is a no-op in SkiaRenderEngine.
-    if (getRenderEngineType() != RenderEngineType::THREADED) {
-        return;
-    }
-    std::promise<void> resultPromise;
-    std::future<void> resultFuture = resultPromise.get_future();
-    {
-        std::lock_guard lock(mThreadMutex);
-        mFunctionCalls.push([&resultPromise, count, names](renderengine::RenderEngine& instance) {
-            ATRACE_NAME("REThreaded::genTextures");
-            instance.genTextures(count, names);
-            resultPromise.set_value();
-        });
-    }
-    mCondition.notify_one();
-    resultFuture.wait();
+    return;
 }
 
 void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) {
     ATRACE_CALL();
     // This is a no-op in SkiaRenderEngine.
-    if (getRenderEngineType() != RenderEngineType::THREADED) {
-        return;
-    }
-    std::promise<void> resultPromise;
-    std::future<void> resultFuture = resultPromise.get_future();
-    {
-        std::lock_guard lock(mThreadMutex);
-        mFunctionCalls.push([&resultPromise, count, &names](renderengine::RenderEngine& instance) {
-            ATRACE_NAME("REThreaded::deleteTextures");
-            instance.deleteTextures(count, names);
-            resultPromise.set_value();
-        });
-    }
-    mCondition.notify_one();
-    resultFuture.wait();
+    return;
 }
 
 void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
@@ -313,20 +283,6 @@
     return resultFuture;
 }
 
-void RenderEngineThreaded::cleanFramebufferCache() {
-    ATRACE_CALL();
-    // This function is designed so it can run asynchronously, so we do not need to wait
-    // for the futures.
-    {
-        std::lock_guard lock(mThreadMutex);
-        mFunctionCalls.push([](renderengine::RenderEngine& instance) {
-            ATRACE_NAME("REThreaded::cleanFramebufferCache");
-            instance.cleanFramebufferCache();
-        });
-    }
-    mCondition.notify_one();
-}
-
 int RenderEngineThreaded::getContextPriority() {
     std::promise<int> resultPromise;
     std::future<int> resultFuture = resultPromise.get_future();
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
index 6eb108e..68e5062 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.h
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -60,7 +60,6 @@
                                         const bool useFramebufferCache,
                                         base::unique_fd&& bufferFence) override;
 
-    void cleanFramebufferCache() override;
     int getContextPriority() override;
     bool supportsBackgroundBlur() override;
     void onActiveDisplaySizeChanged(ui::Size size) override;