Merge Android R (rvc-dev-plus-aosp-without-vendor@6692709)

Bug: 166295507
Merged-In: I70ea776b8589ac3a7982c710c5c8b2941d86e55b
Change-Id: Ic1d535e9d2d6f80d95215240dbdb024995b045f8
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 056df5e..2139acb 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -46,8 +46,10 @@
 #include "GLExtensions.h"
 #include "GLFramebuffer.h"
 #include "GLImage.h"
+#include "GLShadowVertexGenerator.h"
 #include "Program.h"
 #include "ProgramCache.h"
+#include "filters/BlurFilter.h"
 
 extern "C" EGLAPI const char* eglQueryStringImplementationANDROID(EGLDisplay dpy, EGLint name);
 
@@ -145,52 +147,6 @@
     return NAME_NOT_FOUND;
 }
 
-class EGLAttributeVector {
-    struct Attribute;
-    class Adder;
-    friend class Adder;
-    KeyedVector<Attribute, EGLint> mList;
-    struct Attribute {
-        Attribute() : v(0){};
-        explicit Attribute(EGLint v) : v(v) {}
-        EGLint v;
-        bool operator<(const Attribute& other) const {
-            // this places EGL_NONE at the end
-            EGLint lhs(v);
-            EGLint rhs(other.v);
-            if (lhs == EGL_NONE) lhs = 0x7FFFFFFF;
-            if (rhs == EGL_NONE) rhs = 0x7FFFFFFF;
-            return lhs < rhs;
-        }
-    };
-    class Adder {
-        friend class EGLAttributeVector;
-        EGLAttributeVector& v;
-        EGLint attribute;
-        Adder(EGLAttributeVector& v, EGLint attribute) : v(v), attribute(attribute) {}
-
-    public:
-        void operator=(EGLint value) {
-            if (attribute != EGL_NONE) {
-                v.mList.add(Attribute(attribute), value);
-            }
-        }
-        operator EGLint() const { return v.mList[attribute]; }
-    };
-
-public:
-    EGLAttributeVector() { mList.add(Attribute(EGL_NONE), EGL_NONE); }
-    void remove(EGLint attribute) {
-        if (attribute != EGL_NONE) {
-            mList.removeItem(Attribute(attribute));
-        }
-    }
-    Adder operator[](EGLint attribute) { return Adder(*this, attribute); }
-    EGLint operator[](EGLint attribute) const { return mList[attribute]; }
-    // cast-operator to (EGLint const*)
-    operator EGLint const*() const { return &mList.keyAt(0).v; }
-};
-
 static status_t selectEGLConfig(EGLDisplay display, EGLint format, EGLint renderableType,
                                 EGLConfig* config) {
     // select our EGLConfig. It must support EGL_RECORDABLE_ANDROID if
@@ -199,16 +155,33 @@
     EGLint wantedAttribute;
     EGLint wantedAttributeValue;
 
-    EGLAttributeVector attribs;
+    std::vector<EGLint> attribs;
     if (renderableType) {
-        attribs[EGL_RENDERABLE_TYPE] = renderableType;
-        attribs[EGL_RECORDABLE_ANDROID] = EGL_TRUE;
-        attribs[EGL_SURFACE_TYPE] = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
-        attribs[EGL_FRAMEBUFFER_TARGET_ANDROID] = EGL_TRUE;
-        attribs[EGL_RED_SIZE] = 8;
-        attribs[EGL_GREEN_SIZE] = 8;
-        attribs[EGL_BLUE_SIZE] = 8;
-        attribs[EGL_ALPHA_SIZE] = 8;
+        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 {
@@ -217,7 +190,8 @@
         wantedAttributeValue = format;
     }
 
-    err = selectConfigForAttribute(display, attribs, wantedAttribute, wantedAttributeValue, config);
+    err = selectConfigForAttribute(display, attribs.data(), wantedAttribute, wantedAttributeValue,
+                                   config);
     if (err == NO_ERROR) {
         EGLint caveat;
         if (eglGetConfigAttrib(display, *config, EGL_CONFIG_CAVEAT, &caveat))
@@ -227,30 +201,39 @@
     return err;
 }
 
-std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(int hwcFormat, uint32_t featureFlags,
-                                                           uint32_t imageCacheSize) {
+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");
     }
 
+    const auto eglVersion = eglQueryStringImplementationANDROID(display, EGL_VERSION);
+    if (!eglVersion) {
+        checkGlError(__FUNCTION__, __LINE__);
+        LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_VERSION) failed");
+    }
+
+    const auto eglExtensions = eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS);
+    if (!eglExtensions) {
+        checkGlError(__FUNCTION__, __LINE__);
+        LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_EXTENSIONS) failed");
+    }
+
     GLExtensions& extensions = GLExtensions::getInstance();
-    extensions.initWithEGLStrings(eglQueryStringImplementationANDROID(display, EGL_VERSION),
-                                  eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS));
+    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, hwcFormat, /*logConfig*/ true);
+        config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
     }
 
-    bool useContextPriority = extensions.hasContextPriority() &&
-            (featureFlags & RenderEngine::USE_HIGH_PRIORITY_CONTEXT);
+    bool useContextPriority =
+            extensions.hasContextPriority() && args.contextPriority == ContextPriority::HIGH;
     EGLContext protectedContext = EGL_NO_CONTEXT;
-    if ((featureFlags & RenderEngine::ENABLE_PROTECTED_CONTEXT) &&
-        extensions.hasProtectedContent()) {
+    if (args.enableProtectedContext && extensions.hasProtectedContent()) {
         protectedContext = createEglContext(display, config, nullptr, useContextPriority,
                                             Protection::PROTECTED);
         ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
@@ -262,26 +245,30 @@
     // if can't create a GL context, we can only abort.
     LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
 
-    EGLSurface dummy = EGL_NO_SURFACE;
+    EGLSurface stub = EGL_NO_SURFACE;
     if (!extensions.hasSurfacelessContext()) {
-        dummy = createDummyEglPbufferSurface(display, config, hwcFormat, Protection::UNPROTECTED);
-        LOG_ALWAYS_FATAL_IF(dummy == EGL_NO_SURFACE, "can't create dummy pbuffer");
+        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, dummy, dummy, ctxt);
-    LOG_ALWAYS_FATAL_IF(!success, "can't make dummy pbuffer current");
+    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 protectedDummy = EGL_NO_SURFACE;
+    EGLSurface protectedStub = EGL_NO_SURFACE;
     if (protectedContext != EGL_NO_CONTEXT && !extensions.hasSurfacelessContext()) {
-        protectedDummy =
-                createDummyEglPbufferSurface(display, config, hwcFormat, Protection::PROTECTED);
-        ALOGE_IF(protectedDummy == EGL_NO_SURFACE, "can't create protected dummy pbuffer");
+        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) {
@@ -291,9 +278,8 @@
             break;
         case GLES_VERSION_2_0:
         case GLES_VERSION_3_0:
-            engine = std::make_unique<GLESRenderEngine>(featureFlags, display, config, ctxt, dummy,
-                                                        protectedContext, protectedDummy,
-                                                        imageCacheSize);
+            engine = std::make_unique<GLESRenderEngine>(args, display, config, ctxt, stub,
+                                                        protectedContext, protectedStub);
             break;
     }
 
@@ -347,20 +333,20 @@
     return config;
 }
 
-GLESRenderEngine::GLESRenderEngine(uint32_t featureFlags, EGLDisplay display, EGLConfig config,
-                                   EGLContext ctxt, EGLSurface dummy, EGLContext protectedContext,
-                                   EGLSurface protectedDummy, uint32_t imageCacheSize)
-      : renderengine::impl::RenderEngine(featureFlags),
+GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
+                                   EGLConfig config, EGLContext ctxt, EGLSurface stub,
+                                   EGLContext protectedContext, EGLSurface protectedStub)
+      : renderengine::impl::RenderEngine(args),
         mEGLDisplay(display),
         mEGLConfig(config),
         mEGLContext(ctxt),
-        mDummySurface(dummy),
+        mStubSurface(stub),
         mProtectedEGLContext(protectedContext),
-        mProtectedDummySurface(protectedDummy),
+        mProtectedStubSurface(protectedStub),
         mVpWidth(0),
         mVpHeight(0),
-        mFramebufferImageCacheSize(imageCacheSize),
-        mUseColorManagement(featureFlags & USE_COLOR_MANAGEMENT) {
+        mFramebufferImageCacheSize(args.imageCacheSize),
+        mUseColorManagement(args.useColorManagement) {
     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
 
@@ -369,24 +355,15 @@
 
     // Initialize protected EGL Context.
     if (mProtectedEGLContext != EGL_NO_CONTEXT) {
-        EGLBoolean success = eglMakeCurrent(display, mProtectedDummySurface, mProtectedDummySurface,
+        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, mDummySurface, mDummySurface, mEGLContext);
+        success = eglMakeCurrent(display, mStubSurface, mStubSurface, mEGLContext);
         LOG_ALWAYS_FATAL_IF(!success, "can't make default context current");
     }
 
-    const uint16_t protTexData[] = {0};
-    glGenTextures(1, &mProtectedTexName);
-    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
-
     // mColorBlindnessCorrection = M;
 
     if (mUseColorManagement) {
@@ -423,6 +400,12 @@
         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();
@@ -459,11 +442,8 @@
 
 void GLESRenderEngine::primeCache() const {
     ProgramCache::getInstance().primeCache(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
-                                           mFeatureFlags & USE_COLOR_MANAGEMENT);
-}
-
-bool GLESRenderEngine::isCurrent() const {
-    return mEGLDisplay == eglGetCurrentDisplay() && mEGLContext == eglGetCurrentContext();
+                                           mArgs.useColorManagement,
+                                           mArgs.precacheToneMapperShaderOnly);
 }
 
 base::unique_fd GLESRenderEngine::flush() {
@@ -572,7 +552,10 @@
                                            float alpha) {
     size_t c;
     Rect const* r = region.getArray(&c);
-    Mesh mesh(Mesh::TRIANGLES, c * 6, 2);
+    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;
@@ -793,34 +776,66 @@
     // top rectangle and the bottom rectangle, and turn off blending for the middle rectangle.
     FloatRect bounds = layer.geometry.roundedCornersCrop;
 
-    // Firstly, we need to convert the coordination from layer native coordination space to
-    // device coordination space.
-    const auto transformMatrix = display.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(leftTopCoordinateInBuffer[0], leftTopCoordinateInBuffer[1],
-                       rightBottomCoordinateInBuffer[0], rightBottomCoordinateInBuffer[1]);
-
-    // Secondly, if the display is rotated, we need to undo the rotation on coordination and
-    // align the (left, top) and (right, bottom) coordination with the device coordination
-    // space.
+    // 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:
-            std::swap(bounds.left, bounds.right);
+            rotation = mat4::rotate(rot90InRadians, vec3(0, 0, 1));
+            displacementX = source.getHeight();
+            std::swap(sourceHeight, sourceWidth);
             break;
         case ui::Transform::ROT_180:
-            std::swap(bounds.left, bounds.right);
-            std::swap(bounds.top, bounds.bottom);
+            rotation = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1));
+            displacementY = source.getHeight();
+            displacementX = source.getWidth();
             break;
         case ui::Transform::ROT_270:
-            std::swap(bounds.top, bounds.bottom);
+            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);
@@ -832,11 +847,14 @@
     drawMesh(mesh);
 
     // The middle part of the layer can turn off blending.
-    const Rect middleRect(bounds.left, bounds.top + radius, bounds.right, bounds.bottom - radius);
-    setScissor(middleRect);
-    mState.cornerRadius = 0.0;
-    disableBlending();
-    drawMesh(mesh);
+    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();
 }
 
@@ -856,26 +874,52 @@
     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 */) {
+void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /*framebuffer*/) {
     ATRACE_CALL();
 
     // back to main framebuffer
     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 }
 
+bool GLESRenderEngine::cleanupPostRender() {
+    ATRACE_CALL();
+
+    if (mPriorResourcesCleaned ||
+        (mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled)) {
+        // If we don't have a prior frame needing cleanup, then don't do anything.
+        return false;
+    }
+
+    // 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;
+    return true;
+}
+
 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;
-        ALOGE("GL error 0x%04x", int(error));
+        if (tag == nullptr) {
+            ALOGE("GL error 0x%04x", int(error));
+        } else {
+            ALOGE("GL error: %s -> 0x%04x", tag, int(error));
+        }
     } while (true);
 }
 
@@ -890,7 +934,7 @@
     if (useProtectedContext && mProtectedEGLContext == EGL_NO_CONTEXT) {
         return false;
     }
-    const EGLSurface surface = useProtectedContext ? mProtectedDummySurface : mDummySurface;
+    const EGLSurface surface = useProtectedContext ? mProtectedStubSurface : mStubSurface;
     const EGLContext context = useProtectedContext ? mProtectedEGLContext : mEGLContext;
     const bool success = eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE;
     if (success) {
@@ -937,7 +981,7 @@
 }
 
 status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
-                                      const std::vector<LayerSettings>& layers,
+                                      const std::vector<const LayerSettings*>& layers,
                                       ANativeWindowBuffer* const buffer,
                                       const bool useFramebufferCache, base::unique_fd&& bufferFence,
                                       base::unique_fd* drawFence) {
@@ -947,9 +991,13 @@
         return NO_ERROR;
     }
 
-    if (bufferFence.get() >= 0 && !waitFence(std::move(bufferFence))) {
-        ATRACE_NAME("Waiting before draw");
-        sync_wait(bufferFence.get(), -1);
+    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) {
@@ -957,13 +1005,38 @@
         return BAD_VALUE;
     }
 
-    BindNativeBufferAsFramebuffer fbo(*this, buffer, useFramebufferCache);
+    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 (auto layer : layers) {
+            if (layer->backgroundBlurRadius > 0) {
+                blurLayers.push_back(layer);
+            }
+        }
+    }
+    const auto blurLayersSize = blurLayers.size();
 
-    if (fbo.getStatus() != NO_ERROR) {
-        ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
-              buffer->handle);
-        checkErrors();
-        return fbo.getStatus();
+    if (blurLayersSize == 0) {
+        fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer, useFramebufferCache);
+        if (fbo->getStatus() != NO_ERROR) {
+            ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
+                  buffer->handle);
+            checkErrors();
+            return fbo->getStatus();
+        }
+        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->handle);
+            checkErrors();
+            return status;
+        }
     }
 
     // clear the entire buffer, sometimes when we reuse buffers we'd persist
@@ -973,53 +1046,96 @@
     // opaque layers.
     clearWithColor(0.0, 0.0, 0.0, 0.0);
 
-    setViewportAndProjection(display.physicalDisplay, display.clip);
-
     setOutputDataSpace(display.outputDataspace);
     setDisplayMaxLuminance(display.maxLuminance);
 
-    mat4 projectionMatrix = mState.projectionMatrix * display.globalTransform;
-    mState.projectionMatrix = projectionMatrix;
+    const mat4 projectionMatrix =
+            ui::Transform(display.orientation).asMatrix4() * mState.projectionMatrix;
     if (!display.clearRegion.isEmpty()) {
         glDisable(GL_BLEND);
         fillRegionWithColor(display.clearRegion, 0.0, 0.0, 0.0, 1.0);
     }
 
-    Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
-    for (auto layer : layers) {
-        mState.projectionMatrix = projectionMatrix * layer.geometry.positionTransform;
+    Mesh mesh = Mesh::Builder()
+                        .setPrimitive(Mesh::TRIANGLE_FAN)
+                        .setVertices(4 /* count */, 2 /* size */)
+                        .setTexCoords(2 /* size */)
+                        .setCropCoords(2 /* size */)
+                        .build();
+    for (auto const layer : layers) {
+        if (blurLayers.size() > 0 && blurLayers.front() == layer) {
+            blurLayers.pop_front();
 
-        const FloatRect bounds = layer.geometry.boundaries;
+            auto status = mBlurFilter->prepare();
+            if (status != NO_ERROR) {
+                ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
+                      buffer->handle);
+                checkErrors("Can't render first blur pass");
+                return status;
+            }
+
+            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,
+                                                                      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->handle);
+                checkErrors("Can't bind native framebuffer");
+                return status;
+            }
+
+            status = mBlurFilter->render(blurLayersSize > 1);
+            if (status != NO_ERROR) {
+                ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
+                      buffer->handle);
+                checkErrors("Can't render blur filter");
+                return status;
+            }
+        }
+
+        mState.maxMasteringLuminance = layer->source.buffer.maxMasteringLuminance;
+        mState.maxContentLuminance = layer->source.buffer.maxContentLuminance;
+        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(display.colorTransform * layer.colorTransform);
+        setupLayerCropping(*layer, mesh);
+        setColorTransform(display.colorTransform * layer->colorTransform);
 
         bool usePremultipliedAlpha = true;
         bool disableTexture = true;
         bool isOpaque = false;
-
-        if (layer.source.buffer.buffer != nullptr) {
+        if (layer->source.buffer.buffer != nullptr) {
             disableTexture = false;
-            isOpaque = layer.source.buffer.isOpaque;
+            isOpaque = layer->source.buffer.isOpaque;
 
-            sp<GraphicBuffer> gBuf = layer.source.buffer.buffer;
-            bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
-                                      layer.source.buffer.fence);
+            sp<GraphicBuffer> gBuf = layer->source.buffer.buffer;
+            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;
+            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.setFiltering(layer->source.buffer.useTextureFiltering);
 
             texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
-            setSourceY410BT2020(layer.source.buffer.isY410BT2020);
+            setSourceY410BT2020(layer->source.buffer.isY410BT2020);
 
             renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
             texCoords[0] = vec2(0.0, 0.0);
@@ -1029,28 +1145,32 @@
             setupLayerTexturing(texture);
         }
 
-        const half3 solidColor = layer.source.solidColor;
-        const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
+        const half3 solidColor = layer->source.solidColor;
+        const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer->alpha);
         // 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,
-                           layer.geometry.roundedCornersRadius);
-        if (layer.disableBlending) {
+                           layer->geometry.roundedCornersRadius);
+        if (layer->disableBlending) {
             glDisable(GL_BLEND);
         }
-        setSourceDataSpace(layer.sourceDataspace);
+        setSourceDataSpace(layer->sourceDataspace);
 
+        if (layer->shadow.length > 0.0f) {
+            handleShadow(layer->geometry.boundaries, layer->geometry.roundedCornersRadius,
+                         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.
-        if (layer.geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
-            handleRoundedCorners(display, layer, mesh);
+        else if (layer->geometry.roundedCornersRadius > 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) {
+        if (layer->source.buffer.buffer != nullptr) {
             disableBlending();
             setSourceY410BT2020(false);
             disableTexturing();
@@ -1071,39 +1191,18 @@
             // us bad parameters, or we messed up our shader generation).
             return INVALID_OPERATION;
         }
+        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();
     return NO_ERROR;
 }
 
-void GLESRenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
-                                                ui::Transform::orientation_flags rotation) {
-    setViewportAndProjection(Rect(vpw, vph), sourceCrop);
-
-    if (rotation == ui::Transform::ROT_0) {
-        return;
-    }
-
-    // Apply custom rotation to the projection.
-    float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
-    mat4 m = mState.projectionMatrix;
-    switch (rotation) {
-        case ui::Transform::ROT_90:
-            m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
-            break;
-        case ui::Transform::ROT_180:
-            m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
-            break;
-        case ui::Transform::ROT_270:
-            m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
-            break;
-        default:
-            break;
-    }
-    mState.projectionMatrix = m;
-}
-
 void GLESRenderEngine::setViewportAndProjection(Rect viewport, Rect clip) {
     ATRACE_CALL();
     mVpWidth = viewport.getWidth();
@@ -1168,14 +1267,6 @@
     mState.textureEnabled = true;
 }
 
-void GLESRenderEngine::setupLayerBlackedOut() {
-    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
-    Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
-    texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
-    mState.texture = texture;
-    mState.textureEnabled = true;
-}
-
 void GLESRenderEngine::setColorTransform(const mat4& colorTransform) {
     mState.colorMatrix = colorTransform;
 }
@@ -1217,13 +1308,23 @@
                               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.
     if (mUseColorManagement) {
-        Description managedState = mState;
         Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
         Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
         Dataspace outputStandard =
@@ -1314,27 +1415,25 @@
             managedState.outputTransferFunction =
                     Description::dataSpaceToTransferFunction(outputTransfer);
         }
+    }
 
-        ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext
-                                                                   : mEGLContext,
-                                               managedState);
+    ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
+                                           managedState);
 
-        glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
-
-        if (outputDebugPPMs) {
-            static uint64_t managedColorFrameCount = 0;
-            std::ostringstream out;
-            out << "/data/texture_out" << managedColorFrameCount++;
-            writePPM(out.str().c_str(), mVpWidth, mVpHeight);
-        }
+    if (mState.drawShadows) {
+        glDrawElements(mesh.getPrimitive(), mesh.getIndexCount(), GL_UNSIGNED_SHORT,
+                       mesh.getIndices());
     } else {
-        ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext
-                                                                   : mEGLContext,
-                                               mState);
-
         glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
     }
 
+    if (mUseColorManagement && 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);
     }
@@ -1342,6 +1441,11 @@
     if (mState.cornerRadius > 0.0f) {
         glDisableVertexAttribArray(Program::cropCoords);
     }
+
+    if (mState.drawShadows) {
+        glDisableVertexAttribArray(Program::shadowColor);
+        glDisableVertexAttribArray(Program::shadowParams);
+    }
 }
 
 size_t GLESRenderEngine::getMaxTextureSize() const {
@@ -1459,11 +1563,11 @@
     return context;
 }
 
-EGLSurface GLESRenderEngine::createDummyEglPbufferSurface(EGLDisplay display, EGLConfig config,
-                                                          int hwcFormat, Protection protection) {
-    EGLConfig dummyConfig = config;
-    if (dummyConfig == EGL_NO_CONFIG) {
-        dummyConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
+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);
@@ -1477,7 +1581,7 @@
     }
     attributes.push_back(EGL_NONE);
 
-    return eglCreatePbufferSurface(display, dummyConfig, attributes.data());
+    return eglCreatePbufferSurface(display, stubConfig, attributes.data());
 }
 
 bool GLESRenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
@@ -1576,6 +1680,36 @@
     }
 }
 
+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
index dd60e50..61986ff 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -17,7 +17,6 @@
 #ifndef SF_GLESRENDERENGINE_H_
 #define SF_GLESRENDERENGINE_H_
 
-#include <stdint.h>
 #include <condition_variable>
 #include <deque>
 #include <mutex>
@@ -32,6 +31,7 @@
 #include <renderengine/RenderEngine.h>
 #include <renderengine/private/Description.h>
 #include <sys/types.h>
+#include "GLShadowTexture.h"
 #include "ImageManager.h"
 
 #define EGL_NO_CONFIG ((EGLConfig)0)
@@ -46,30 +46,18 @@
 namespace gl {
 
 class GLImage;
+class BlurFilter;
 
 class GLESRenderEngine : public impl::RenderEngine {
 public:
-    static std::unique_ptr<GLESRenderEngine> create(int hwcFormat, uint32_t featureFlags,
-                                                    uint32_t imageCacheSize);
-    static EGLConfig chooseEglConfig(EGLDisplay display, int format, bool logConfig);
+    static std::unique_ptr<GLESRenderEngine> create(const RenderEngineCreationArgs& args);
 
-    GLESRenderEngine(uint32_t featureFlags, // See RenderEngine::FeatureFlag
-                     EGLDisplay display, EGLConfig config, EGLContext ctxt, EGLSurface dummy,
-                     EGLContext protectedContext, EGLSurface protectedDummy,
-                     uint32_t imageCacheSize);
+    GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display, EGLConfig config,
+                     EGLContext ctxt, EGLSurface stub, EGLContext protectedContext,
+                     EGLSurface protectedStub);
     ~GLESRenderEngine() override EXCLUDES(mRenderingMutex);
 
-    std::unique_ptr<Framebuffer> createFramebuffer() override;
-    std::unique_ptr<Image> createImage() override;
-
     void primeCache() const override;
-    bool isCurrent() const override;
-    base::unique_fd flush() override;
-    bool finish() override;
-    bool waitFence(base::unique_fd fenceFd) override;
-    void clearWithColor(float red, float green, float blue, float alpha) override;
-    void fillRegionWithColor(const Region& region, float red, float green, float blue,
-                             float alpha) override;
     void genTextures(size_t count, uint32_t* names) override;
     void deleteTextures(size_t count, uint32_t const* names) override;
     void bindExternalTextureImage(uint32_t texName, const Image& image) override;
@@ -79,18 +67,17 @@
     void unbindExternalTextureBuffer(uint64_t bufferId) EXCLUDES(mRenderingMutex);
     status_t bindFrameBuffer(Framebuffer* framebuffer) override;
     void unbindFrameBuffer(Framebuffer* framebuffer) override;
-    void checkErrors() const override;
 
     bool isProtected() const override { return mInProtectedContext; }
     bool supportsProtectedContent() const override;
     bool useProtectedContext(bool useProtectedContext) override;
-    status_t drawLayers(const DisplaySettings& display, const std::vector<LayerSettings>& layers,
+    status_t drawLayers(const DisplaySettings& display,
+                        const std::vector<const LayerSettings*>& layers,
                         ANativeWindowBuffer* buffer, const bool useFramebufferCache,
                         base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
+    bool cleanupPostRender() override;
 
-    // internal to RenderEngine
     EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
-    EGLConfig getEGLConfig() const { return mEGLConfig; }
     // Creates an output image for rendering to
     EGLImageKHR createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer, bool isProtected,
                                                bool useFramebufferCache)
@@ -112,27 +99,6 @@
     Framebuffer* getFramebufferForDrawing() override;
     void dump(std::string& result) override EXCLUDES(mRenderingMutex)
             EXCLUDES(mFramebufferImageCacheMutex);
-    void setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
-                                  ui::Transform::orientation_flags rotation) override;
-    void setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
-                            const half4& color, float cornerRadius) override;
-    void setupLayerTexturing(const Texture& texture) override;
-    void setupLayerBlackedOut() override;
-    void setupFillWithColor(float r, float g, float b, float a) override;
-    void setColorTransform(const mat4& colorTransform) override;
-    void disableTexturing() override;
-    void disableBlending() override;
-    void setupCornerRadiusCropSize(float width, float height) override;
-
-    // HDR and color management related functions and state
-    void setSourceY410BT2020(bool enable) override;
-    void setSourceDataSpace(ui::Dataspace source) override;
-    void setOutputDataSpace(ui::Dataspace dataspace) override;
-    void setDisplayMaxLuminance(const float maxLuminance) override;
-
-    // drawing
-    void drawMesh(const Mesh& mesh) override;
-
     size_t getMaxTextureSize() const override;
     size_t getMaxViewportDims() const override;
 
@@ -144,12 +110,17 @@
         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, bool useContextPriority,
                                        Protection protection);
-    static EGLSurface createDummyEglPbufferSurface(EGLDisplay display, EGLConfig config,
-                                                   int hwcFormat, Protection protection);
+    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);
@@ -176,19 +147,43 @@
     // 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 disableTexturing();
+    void disableBlending();
+    void setupCornerRadiusCropSize(float width, float height);
+
+    // HDR and color management related functions and state
+    void setSourceY410BT2020(bool enable);
+    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 mDummySurface;
+    EGLSurface mStubSurface;
     EGLContext mProtectedEGLContext;
-    EGLSurface mProtectedDummySurface;
-    GLuint mProtectedTexName;
+    EGLSurface mProtectedStubSurface;
     GLint mMaxViewportDims[2];
     GLint mMaxTextureSize;
     GLuint mVpWidth;
     GLuint mVpHeight;
     Description mState;
+    GLShadowTexture mShadowTexture;
 
     mat4 mSrgbToXyz;
     mat4 mDisplayP3ToXyz;
@@ -236,6 +231,20 @@
     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];
+    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:
@@ -260,6 +269,9 @@
     };
     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 = std::make_unique<ImageManager>(this);
 };
diff --git a/libs/renderengine/gl/GLFramebuffer.cpp b/libs/renderengine/gl/GLFramebuffer.cpp
index 5fbb5ba..383486b 100644
--- a/libs/renderengine/gl/GLFramebuffer.cpp
+++ b/libs/renderengine/gl/GLFramebuffer.cpp
@@ -20,8 +20,8 @@
 
 #include <GLES/gl.h>
 #include <GLES/glext.h>
-#include <GLES2/gl2.h>
 #include <GLES2/gl2ext.h>
+#include <GLES3/gl3.h>
 #include <gui/DebugEGLImageTracker.h>
 #include <nativebase/nativebase.h>
 #include <utils/Trace.h>
@@ -68,6 +68,47 @@
     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
index b7650bb..6757695 100644
--- a/libs/renderengine/gl/GLFramebuffer.h
+++ b/libs/renderengine/gl/GLFramebuffer.h
@@ -20,6 +20,7 @@
 
 #include <EGL/egl.h>
 #include <EGL/eglext.h>
+#include <GLES2/gl2.h>
 #include <renderengine/Framebuffer.h>
 
 struct ANativeWindowBuffer;
@@ -33,21 +34,29 @@
 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;
diff --git a/libs/renderengine/gl/GLShadowTexture.cpp b/libs/renderengine/gl/GLShadowTexture.cpp
new file mode 100644
index 0000000..2423a34
--- /dev/null
+++ b/libs/renderengine/gl/GLShadowTexture.cpp
@@ -0,0 +1,52 @@
+/*
+ * 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
new file mode 100644
index 0000000..250a9d7
--- /dev/null
+++ b/libs/renderengine/gl/GLShadowTexture.h
@@ -0,0 +1,44 @@
+/*
+ * 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
new file mode 100644
index 0000000..3181f9b
--- /dev/null
+++ b/libs/renderengine/gl/GLShadowVertexGenerator.cpp
@@ -0,0 +1,98 @@
+/*
+ * 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
new file mode 100644
index 0000000..112f976
--- /dev/null
+++ b/libs/renderengine/gl/GLShadowVertexGenerator.h
@@ -0,0 +1,65 @@
+/*
+ * 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
new file mode 100644
index 0000000..da8b435
--- /dev/null
+++ b/libs/renderengine/gl/GLSkiaShadowPort.cpp
@@ -0,0 +1,656 @@
+/*
+ * 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
new file mode 100644
index 0000000..912c8bb
--- /dev/null
+++ b/libs/renderengine/gl/GLSkiaShadowPort.h
@@ -0,0 +1,96 @@
+/*
+ * 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
new file mode 100644
index 0000000..e50c471
--- /dev/null
+++ b/libs/renderengine/gl/GLVertexBuffer.cpp
@@ -0,0 +1,55 @@
+/*
+ * 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
new file mode 100644
index 0000000..c0fd0c1
--- /dev/null
+++ b/libs/renderengine/gl/GLVertexBuffer.h
@@ -0,0 +1,49 @@
+/*
+ * 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/Program.cpp b/libs/renderengine/gl/Program.cpp
index fe9d909..f4fbf35 100644
--- a/libs/renderengine/gl/Program.cpp
+++ b/libs/renderengine/gl/Program.cpp
@@ -37,6 +37,8 @@
     glBindAttribLocation(programId, position, "position");
     glBindAttribLocation(programId, texCoords, "texCoords");
     glBindAttribLocation(programId, cropCoords, "cropCoords");
+    glBindAttribLocation(programId, shadowColor, "shadowColor");
+    glBindAttribLocation(programId, shadowParams, "shadowParams");
     glLinkProgram(programId);
 
     GLint status;
@@ -65,6 +67,8 @@
         mSamplerLoc = glGetUniformLocation(programId, "sampler");
         mColorLoc = glGetUniformLocation(programId, "color");
         mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
+        mMaxMasteringLuminanceLoc = glGetUniformLocation(programId, "maxMasteringLuminance");
+        mMaxContentLuminanceLoc = glGetUniformLocation(programId, "maxContentLuminance");
         mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
         mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
         mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
@@ -138,6 +142,12 @@
     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);
     }
diff --git a/libs/renderengine/gl/Program.h b/libs/renderengine/gl/Program.h
index bc9cf08..fc3755e 100644
--- a/libs/renderengine/gl/Program.h
+++ b/libs/renderengine/gl/Program.h
@@ -44,7 +44,13 @@
         texCoords = 1,
 
         /* Crop coordinates, in pixels */
-        cropCoords = 2
+        cropCoords = 2,
+
+        /* Shadow color */
+        shadowColor = 3,
+
+        /* Shadow params */
+        shadowParams = 4,
     };
 
     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
@@ -90,6 +96,10 @@
 
     /* 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;
diff --git a/libs/renderengine/gl/ProgramCache.cpp b/libs/renderengine/gl/ProgramCache.cpp
index d242677..3ae35ec 100644
--- a/libs/renderengine/gl/ProgramCache.cpp
+++ b/libs/renderengine/gl/ProgramCache.cpp
@@ -77,9 +77,38 @@
     return f;
 }
 
-void ProgramCache::primeCache(EGLContext context, bool useColorManagement) {
+void ProgramCache::primeCache(
+        EGLContext context, bool useColorManagement, 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);
+
+            // Cache Y410 input on or off
+            shaderKey.set(Key::Y410_BT2020_MASK, (i & 2) ?
+                    Key::Y410_BT2020_ON : Key::Y410_BT2020_OFF);
+            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,
@@ -145,16 +174,15 @@
             .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)
+                 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::ROUNDED_CORNERS_MASK,
-                 description.cornerRadius > 0
-                         ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF);
-
+                 description.cornerRadius > 0 ? Key::ROUNDED_CORNERS_ON : Key::ROUNDED_CORNERS_OFF)
+            .set(Key::SHADOW_MASK, description.drawShadows ? Key::SHADOW_ON : Key::SHADOW_OFF);
     needs.set(Key::Y410_BT2020_MASK,
               description.isY410BT2020 ? Key::Y410_BT2020_ON : Key::Y410_BT2020_OFF);
 
@@ -310,9 +338,9 @@
                 default:
                     fs << R"__SHADER__(
                         highp vec3 ToneMap(highp vec3 color) {
-                            const float maxMasteringLumi = 1000.0;
-                            const float maxContentLumi = 1000.0;
-                            const float maxInLumi = min(maxMasteringLumi, maxContentLumi);
+                            float maxMasteringLumi = maxMasteringLuminance;
+                            float maxContentLumi = maxContentLuminance;
+                            float maxInLumi = min(maxMasteringLumi, maxContentLumi);
                             float maxOutLumi = displayMaxLuminance;
 
                             float nits = color.y;
@@ -522,7 +550,7 @@
 
 String8 ProgramCache::generateVertexShader(const Key& needs) {
     Formatter vs;
-    if (needs.isTexturing()) {
+    if (needs.hasTextureCoords()) {
         vs << "attribute vec4 texCoords;"
            << "varying vec2 outTexCoords;";
     }
@@ -530,16 +558,26 @@
         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.isTexturing()) {
+    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();
 }
@@ -554,11 +592,13 @@
     fs << "precision mediump float;";
 
     if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
-        fs << "uniform samplerExternalOES sampler;"
-           << "varying vec2 outTexCoords;";
+        fs << "uniform samplerExternalOES sampler;";
     } else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
-        fs << "uniform sampler2D sampler;"
-           << "varying vec2 outTexCoords;";
+        fs << "uniform sampler2D sampler;";
+    }
+
+    if (needs.hasTextureCoords()) {
+        fs << "varying vec2 outTexCoords;";
     }
 
     if (needs.hasRoundedCorners()) {
@@ -585,6 +625,24 @@
             )__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;";
     }
@@ -604,9 +662,10 @@
     }
 
     if (needs.hasTransformMatrix() || (needs.getInputTF() != needs.getOutputTF())) {
-        // Currently, display maximum luminance is needed when doing tone mapping.
         if (needs.needsToneMapping()) {
             fs << "uniform float displayMaxLuminance;";
+            fs << "uniform float maxMasteringLuminance;";
+            fs << "uniform float maxContentLuminance;";
         }
 
         if (needs.hasInputTransformMatrix()) {
@@ -647,25 +706,29 @@
     }
 
     fs << "void main(void) {" << indent;
-    if (needs.isTexturing()) {
-        fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
-        if (needs.isY410BT2020()) {
-            fs << "gl_FragColor.rgb = convertY410BT2020(gl_FragColor.rgb);";
-        }
+    if (needs.drawShadows()) {
+        fs << "gl_FragColor = getShadowColor();";
     } else {
-        fs << "gl_FragColor.rgb = color.rgb;";
-        fs << "gl_FragColor.a = 1.0;";
-    }
-    if (needs.isOpaque()) {
-        fs << "gl_FragColor.a = 1.0;";
-    }
-    if (needs.hasAlpha()) {
-        // modulate the current alpha value with alpha set
-        if (needs.isPremultiplied()) {
-            // ... and the color too if we're premultiplied
-            fs << "gl_FragColor *= color.a;";
+        if (needs.isTexturing()) {
+            fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
+            if (needs.isY410BT2020()) {
+                fs << "gl_FragColor.rgb = convertY410BT2020(gl_FragColor.rgb);";
+            }
         } else {
-            fs << "gl_FragColor.a *= color.a;";
+            fs << "gl_FragColor.rgb = color.rgb;";
+            fs << "gl_FragColor.a = 1.0;";
+        }
+        if (needs.isOpaque()) {
+            fs << "gl_FragColor.a = 1.0;";
+        }
+        if (needs.hasAlpha()) {
+            // modulate the current alpha value with alpha set
+            if (needs.isPremultiplied()) {
+                // ... and the color too if we're premultiplied
+                fs << "gl_FragColor *= color.a;";
+            } else {
+                fs << "gl_FragColor.a *= color.a;";
+            }
         }
     }
 
diff --git a/libs/renderengine/gl/ProgramCache.h b/libs/renderengine/gl/ProgramCache.h
index 400ad74..901e631 100644
--- a/libs/renderengine/gl/ProgramCache.h
+++ b/libs/renderengine/gl/ProgramCache.h
@@ -112,6 +112,11 @@
             Y410_BT2020_MASK = 1 << Y410_BT2020_SHIFT,
             Y410_BT2020_OFF = 0 << Y410_BT2020_SHIFT,
             Y410_BT2020_ON = 1 << Y410_BT2020_SHIFT,
+
+            SHADOW_SHIFT = 13,
+            SHADOW_MASK = 1 << SHADOW_SHIFT,
+            SHADOW_OFF = 0 << SHADOW_SHIFT,
+            SHADOW_ON = 1 << SHADOW_SHIFT,
         };
 
         inline Key() : mKey(0) {}
@@ -123,6 +128,7 @@
         }
 
         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; }
@@ -130,6 +136,7 @@
         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;
         }
@@ -179,7 +186,7 @@
     ~ProgramCache() = default;
 
     // Generate shaders to populate the cache
-    void primeCache(const EGLContext context, bool useColorManagement);
+    void primeCache(const EGLContext context, bool useColorManagement, bool toneMapperShaderOnly);
 
     size_t getSize(const EGLContext context) { return mCaches[context].size(); }
 
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp
new file mode 100644
index 0000000..19f18c0
--- /dev/null
+++ b/libs/renderengine/gl/filters/BlurFilter.cpp
@@ -0,0 +1,268 @@
+/*
+ * 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 310 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 310 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 310 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
new file mode 100644
index 0000000..593a8fd
--- /dev/null
+++ b/libs/renderengine/gl/filters/BlurFilter.h
@@ -0,0 +1,95 @@
+/*
+ * 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
new file mode 100644
index 0000000..bb35889
--- /dev/null
+++ b/libs/renderengine/gl/filters/GenericProgram.cpp
@@ -0,0 +1,122 @@
+/*
+ * 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
new file mode 100644
index 0000000..6da2a5a
--- /dev/null
+++ b/libs/renderengine/gl/filters/GenericProgram.h
@@ -0,0 +1,51 @@
+/*
+ * 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