Move more GL state management to RenderState and its directory

Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
diff --git a/libs/hwui/renderstate/MeshState.h b/libs/hwui/renderstate/MeshState.h
new file mode 100644
index 0000000..76f73d4
--- /dev/null
+++ b/libs/hwui/renderstate/MeshState.h
@@ -0,0 +1,139 @@
+/*
+ * 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.
+ */
+#ifndef RENDERSTATE_MESHSTATE_H
+#define RENDERSTATE_MESHSTATE_H
+
+#include "Vertex.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <memory>
+
+namespace android {
+namespace uirenderer {
+
+class Program;
+
+// Maximum number of quads that pre-allocated meshes can draw
+const uint32_t kMaxNumberOfQuads = 2048;
+
+// This array is never used directly but used as a memcpy source in the
+// OpenGLRenderer constructor
+const TextureVertex kMeshVertices[] = {
+        { 0, 0, 0, 0 },
+        { 1, 0, 1, 0 },
+        { 0, 1, 0, 1 },
+        { 1, 1, 1, 1 },
+};
+
+const GLsizei kVertexStride = sizeof(Vertex);
+const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
+const GLsizei kTextureVertexStride = sizeof(TextureVertex);
+
+const GLsizei kMeshTextureOffset = 2 * sizeof(float);
+const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
+const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
+const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
+const GLsizei kMeshCount = 4;
+
+class MeshState {
+private:
+    friend class RenderState;
+
+public:
+    ~MeshState();
+    ///////////////////////////////////////////////////////////////////////////////
+    // Buffer objects
+    ///////////////////////////////////////////////////////////////////////////////
+    /**
+     * Binds the VBO used to render simple textured quads.
+     */
+    bool bindMeshBuffer();
+
+    /**
+     * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
+     */
+    bool bindMeshBuffer(GLuint buffer);
+
+    /**
+     * Unbinds the VBO used to render simple textured quads.
+     */
+    bool unbindMeshBuffer();
+
+    ///////////////////////////////////////////////////////////////////////////////
+    // Vertices
+    ///////////////////////////////////////////////////////////////////////////////
+    /**
+     * Binds an attrib to the specified float vertex pointer.
+     * Assumes a stride of gTextureVertexStride and a size of 2.
+     */
+    void bindPositionVertexPointer(const Program* currentProgram, bool force,
+            const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
+
+    /**
+     * Binds an attrib to the specified float vertex pointer.
+     * Assumes a stride of gTextureVertexStride and a size of 2.
+     */
+    void bindTexCoordsVertexPointer(const Program* currentProgram, bool force,
+            const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
+
+    /**
+     * Resets the vertex pointers.
+     */
+    void resetVertexPointers();
+    void resetTexCoordsVertexPointer();
+
+    void enableTexCoordsVertexArray();
+    void disableTexCoordsVertexArray();
+
+    ///////////////////////////////////////////////////////////////////////////////
+    // Indices
+    ///////////////////////////////////////////////////////////////////////////////
+    /**
+     * Binds a global indices buffer that can draw up to
+     * gMaxNumberOfQuads quads.
+     */
+    bool bindQuadIndicesBuffer();
+    bool bindShadowIndicesBuffer();
+    bool unbindIndicesBuffer();
+
+private:
+    MeshState();
+    bool bindIndicesBufferInternal(const GLuint buffer);
+
+    // VBO to draw with
+    GLuint meshBuffer;
+
+    GLuint mCurrentBuffer;
+    GLuint mCurrentIndicesBuffer;
+    GLuint mCurrentPixelBuffer;
+
+    const void* mCurrentPositionPointer;
+    GLsizei mCurrentPositionStride;
+    const void* mCurrentTexCoordsPointer;
+    GLsizei mCurrentTexCoordsStride;
+
+    bool mTexCoordsArrayEnabled;
+
+    // Global index buffer
+    GLuint mQuadListIndices;
+    GLuint mShadowStripsIndices;
+};
+
+} /* namespace uirenderer */
+} /* namespace android */
+
+#endif // RENDERSTATE_MESHSTATE_H