Move more GL state management to RenderState and its directory

Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
diff --git a/libs/hwui/renderstate/MeshState.cpp b/libs/hwui/renderstate/MeshState.cpp
new file mode 100644
index 0000000..7820a66
--- /dev/null
+++ b/libs/hwui/renderstate/MeshState.cpp
@@ -0,0 +1,192 @@
+/*
+ * Copyright (C) 2015 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 "renderstate/MeshState.h"
+
+#include "Program.h"
+
+#include "ShadowTessellator.h"
+
+namespace android {
+namespace uirenderer {
+
+MeshState::MeshState()
+        : mCurrentPositionPointer(this)
+        , mCurrentPositionStride(0)
+        , mCurrentTexCoordsPointer(this)
+        , mCurrentTexCoordsStride(0)
+        , mTexCoordsArrayEnabled(false) {
+
+    glGenBuffers(1, &meshBuffer);
+    glBindBuffer(GL_ARRAY_BUFFER, meshBuffer);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(kMeshVertices), kMeshVertices, GL_STATIC_DRAW);
+
+    mCurrentBuffer = meshBuffer;
+    mCurrentIndicesBuffer = 0;
+    mCurrentPixelBuffer = 0;
+
+    mQuadListIndices = 0;
+    mShadowStripsIndices = 0;
+}
+
+MeshState::~MeshState() {
+    glDeleteBuffers(1, &meshBuffer);
+    mCurrentBuffer = 0;
+
+    glDeleteBuffers(1, &mQuadListIndices);
+    mQuadListIndices = 0;
+
+    glDeleteBuffers(1, &mShadowStripsIndices);
+    mShadowStripsIndices = 0;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Buffer Objects
+///////////////////////////////////////////////////////////////////////////////
+
+bool MeshState::bindMeshBuffer() {
+    return bindMeshBuffer(meshBuffer);
+}
+
+bool MeshState::bindMeshBuffer(GLuint buffer) {
+    if (!buffer) buffer = meshBuffer;
+    if (mCurrentBuffer != buffer) {
+        glBindBuffer(GL_ARRAY_BUFFER, buffer);
+        mCurrentBuffer = buffer;
+        return true;
+    }
+    return false;
+}
+
+bool MeshState::unbindMeshBuffer() {
+    if (mCurrentBuffer) {
+        glBindBuffer(GL_ARRAY_BUFFER, 0);
+        mCurrentBuffer = 0;
+        return true;
+    }
+    return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Vertices
+///////////////////////////////////////////////////////////////////////////////
+
+void MeshState::bindPositionVertexPointer(const Program* currentProgram, bool force,
+        const GLvoid* vertices, GLsizei stride) {
+    if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
+        GLuint slot = currentProgram->position;
+        glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
+        mCurrentPositionPointer = vertices;
+        mCurrentPositionStride = stride;
+    }
+}
+
+void MeshState::bindTexCoordsVertexPointer(const Program* currentProgram, bool force,
+        const GLvoid* vertices, GLsizei stride) {
+    if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
+        GLuint slot = currentProgram->texCoords;
+        glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
+        mCurrentTexCoordsPointer = vertices;
+        mCurrentTexCoordsStride = stride;
+    }
+}
+
+void MeshState::resetVertexPointers() {
+    mCurrentPositionPointer = this;
+    mCurrentTexCoordsPointer = this;
+}
+
+void MeshState::resetTexCoordsVertexPointer() {
+    mCurrentTexCoordsPointer = this;
+}
+
+void MeshState::enableTexCoordsVertexArray() {
+    if (!mTexCoordsArrayEnabled) {
+        glEnableVertexAttribArray(Program::kBindingTexCoords);
+        mCurrentTexCoordsPointer = this;
+        mTexCoordsArrayEnabled = true;
+    }
+}
+
+void MeshState::disableTexCoordsVertexArray() {
+    if (mTexCoordsArrayEnabled) {
+        glDisableVertexAttribArray(Program::kBindingTexCoords);
+        mTexCoordsArrayEnabled = false;
+    }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Indices
+///////////////////////////////////////////////////////////////////////////////
+
+bool MeshState::bindIndicesBufferInternal(const GLuint buffer) {
+    if (mCurrentIndicesBuffer != buffer) {
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
+        mCurrentIndicesBuffer = buffer;
+        return true;
+    }
+    return false;
+}
+
+bool MeshState::bindQuadIndicesBuffer() {
+    if (!mQuadListIndices) {
+        std::unique_ptr<uint16_t[]> regionIndices(new uint16_t[kMaxNumberOfQuads * 6]);
+        for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) {
+            uint16_t quad = i * 4;
+            int index = i * 6;
+            regionIndices[index    ] = quad;       // top-left
+            regionIndices[index + 1] = quad + 1;   // top-right
+            regionIndices[index + 2] = quad + 2;   // bottom-left
+            regionIndices[index + 3] = quad + 2;   // bottom-left
+            regionIndices[index + 4] = quad + 1;   // top-right
+            regionIndices[index + 5] = quad + 3;   // bottom-right
+        }
+
+        glGenBuffers(1, &mQuadListIndices);
+        bool force = bindIndicesBufferInternal(mQuadListIndices);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, kMaxNumberOfQuads * 6 * sizeof(uint16_t),
+                regionIndices.get(), GL_STATIC_DRAW);
+        return force;
+    }
+
+    return bindIndicesBufferInternal(mQuadListIndices);
+}
+
+bool MeshState::bindShadowIndicesBuffer() {
+    if (!mShadowStripsIndices) {
+        std::unique_ptr<uint16_t[]> shadowIndices(new uint16_t[MAX_SHADOW_INDEX_COUNT]);
+        ShadowTessellator::generateShadowIndices(shadowIndices.get());
+        glGenBuffers(1, &mShadowStripsIndices);
+        bool force = bindIndicesBufferInternal(mShadowStripsIndices);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_SHADOW_INDEX_COUNT * sizeof(uint16_t),
+            shadowIndices.get(), GL_STATIC_DRAW);
+        return force;
+    }
+
+    return bindIndicesBufferInternal(mShadowStripsIndices);
+}
+
+bool MeshState::unbindIndicesBuffer() {
+    if (mCurrentIndicesBuffer) {
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+        mCurrentIndicesBuffer = 0;
+        return true;
+    }
+    return false;
+}
+
+} /* namespace uirenderer */
+} /* namespace android */
+