Use NEAREST filtering for layers whenever possible.

Change-Id: Id5bee1bd4a322cf93e8000b08e18f1e1b058648e
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index 0310bc3..3c2d80d 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -27,6 +27,7 @@
 
 #include "Rect.h"
 #include "SkiaColorFilter.h"
+#include "Texture.h"
 #include "Vertex.h"
 
 namespace android {
@@ -40,14 +41,18 @@
  * A layer has dimensions and is backed by an OpenGL texture or FBO.
  */
 struct Layer {
-    Layer(const uint32_t layerWidth, const uint32_t layerHeight):
-            width(layerWidth), height(layerHeight) {
+    Layer(const uint32_t layerWidth, const uint32_t layerHeight) {
         mesh = NULL;
         meshIndices = NULL;
         meshElementCount = 0;
-        isCacheable = true;
-        isTextureLayer = false;
+        cacheable = true;
+        textureLayer = false;
         renderTarget = GL_TEXTURE_2D;
+        texture.width = layerWidth;
+        texture.height = layerHeight;
+        colorFilter = NULL;
+        firstFilter = true;
+        firstWrap = true;
     }
 
     ~Layer() {
@@ -64,12 +69,152 @@
         regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
                bounds.rightBottom().x, bounds.rightBottom().y);
 
-        const float texX = 1.0f / float(width);
-        const float texY = 1.0f / float(height);
+        const float texX = 1.0f / float(texture.width);
+        const float texY = 1.0f / float(texture.height);
         const float height = layer.getHeight();
         texCoords.set(
                regionRect.left * texX, (height - regionRect.top) * texY,
                regionRect.right * texX, (height - regionRect.bottom) * texY);
+
+        regionRect.translate(layer.left, layer.top);
+    }
+
+    inline uint32_t getWidth() {
+        return texture.width;
+    }
+
+    inline uint32_t getHeight() {
+        return texture.height;
+    }
+
+    void setSize(uint32_t width, uint32_t height) {
+        texture.width = width;
+        texture.height = height;
+    }
+
+    inline void setBlend(bool blend) {
+        texture.blend = blend;
+    }
+
+    inline bool isBlend() {
+        return texture.blend;
+    }
+
+    inline void setAlpha(int alpha) {
+        this->alpha = alpha;
+    }
+
+    inline void setAlpha(int alpha, SkXfermode::Mode mode) {
+        this->alpha = alpha;
+        this->mode = mode;
+    }
+
+    inline int getAlpha() {
+        return alpha;
+    }
+
+    inline SkXfermode::Mode getMode() {
+        return mode;
+    }
+
+    inline void setEmpty(bool empty) {
+        this->empty = empty;
+    }
+
+    inline bool isEmpty() {
+        return empty;
+    }
+
+    inline void setFbo(GLuint fbo) {
+        this->fbo = fbo;
+    }
+
+    inline GLuint getFbo() {
+        return fbo;
+    }
+
+    inline GLuint* getTexturePointer() {
+        return &texture.id;
+    }
+
+    inline GLuint getTexture() {
+        return texture.id;
+    }
+
+    inline GLenum getRenderTarget() {
+        return renderTarget;
+    }
+
+    inline void setRenderTarget(GLenum renderTarget) {
+        this->renderTarget = renderTarget;
+    }
+
+    void setWrap(GLenum wrapS, GLenum wrapT, bool bindTexture = false, bool force = false) {
+        if (firstWrap || force || wrapS != texture.wrapS || wrapT != texture.wrapT) {
+            firstWrap = true;
+            texture.setWrap(wrapS, wrapT);
+            if (bindTexture) {
+                glBindTexture(renderTarget, texture.id);
+            }
+            glTexParameteri(renderTarget, GL_TEXTURE_WRAP_S, wrapS);
+            glTexParameteri(renderTarget, GL_TEXTURE_WRAP_T, wrapT);
+        }
+    }
+
+    void setFilter(GLenum min, GLenum mag, bool bindTexture = false, bool force = false) {
+        if (firstFilter || force || min != texture.minFilter || mag != texture.magFilter) {
+            firstFilter = false;
+            texture.setFilter(min, mag);
+            if (bindTexture) {
+                glBindTexture(renderTarget, texture.id);
+            }
+            glTexParameteri(renderTarget, GL_TEXTURE_MIN_FILTER, min);
+            glTexParameteri(renderTarget, GL_TEXTURE_MAG_FILTER, mag);
+        }
+    }
+
+    inline bool isCacheable() {
+        return cacheable;
+    }
+
+    inline void setCacheable(bool cacheable) {
+        this->cacheable = cacheable;
+    }
+
+    inline bool isTextureLayer() {
+        return textureLayer;
+    }
+
+    inline void setTextureLayer(bool textureLayer) {
+        this->textureLayer = textureLayer;
+    }
+
+    inline SkiaColorFilter* getColorFilter() {
+        return colorFilter;
+    }
+
+    inline void setColorFilter(SkiaColorFilter* filter) {
+        colorFilter = filter;
+    }
+
+    inline void bindTexture() {
+        glBindTexture(renderTarget, texture.id);
+    }
+
+    inline void generateTexture() {
+        glGenTextures(1, &texture.id);
+    }
+
+    inline void deleteTexture() {
+        if (texture.id) glDeleteTextures(1, &texture.id);
+    }
+
+    inline void allocateTexture(GLenum format, GLenum storage) {
+        glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0, format, storage, NULL);
+    }
+
+    inline mat4& getTexTransform() {
+        return texTransform;
     }
 
     /**
@@ -82,43 +227,6 @@
     Rect texCoords;
 
     /**
-     * Name of the FBO used to render the layer. If the name is 0
-     * this layer is not backed by an FBO, but a simple texture.
-     */
-    GLuint fbo;
-
-    /**
-     * Opacity of the layer.
-     */
-    int alpha;
-    /**
-     * Blending mode of the layer.
-     */
-    SkXfermode::Mode mode;
-    /**
-     * Indicates whether this layer should be blended.
-     */
-    bool blend;
-
-    /**
-     * Indicates whether this layer has been used already.
-     */
-    bool empty;
-
-    /**
-     * Name of the texture used to render the layer.
-     */
-    GLuint texture;
-    /**
-     * Width of the layer texture.
-     */
-    uint32_t width;
-    /**
-     * Height of the layer texture.
-     */
-    uint32_t height;
-
-    /**
      * Dirty region indicating what parts of the layer
      * have been drawn.
      */
@@ -130,37 +238,66 @@
     Rect regionRect;
 
     /**
-     * Color filter used to draw this layer. Optional.
-     */
-    SkiaColorFilter* colorFilter;
-
-    /**
      * If the layer can be rendered as a mesh, this is non-null.
      */
     TextureVertex* mesh;
     uint16_t* meshIndices;
     GLsizei meshElementCount;
 
+private:
+    /**
+     * Name of the FBO used to render the layer. If the name is 0
+     * this layer is not backed by an FBO, but a simple texture.
+     */
+    GLuint fbo;
+
+    /**
+     * Indicates whether this layer has been used already.
+     */
+    bool empty;
+
+    /**
+     * The texture backing this layer.
+     */
+    Texture texture;
+
     /**
      * If set to true (by default), the layer can be reused.
      */
-    bool isCacheable;
+    bool cacheable;
 
     /**
      * When set to true, this layer must be treated as a texture
      * layer.
      */
-    bool isTextureLayer;
+    bool textureLayer;
+
+    /**
+     * Indicates the render target.
+     */
+    GLenum renderTarget;
+
+    /**
+     * Color filter used to draw this layer. Optional.
+     */
+    SkiaColorFilter* colorFilter;
+
+    /**
+     * Opacity of the layer.
+     */
+    int alpha;
+    /**
+     * Blending mode of the layer.
+     */
+    SkXfermode::Mode mode;
 
     /**
      * Optional texture coordinates transform.
      */
     mat4 texTransform;
 
-    /**
-     * Indicates the render target.
-     */
-    GLenum renderTarget;
+    bool firstFilter;
+    bool firstWrap;
 }; // struct Layer
 
 }; // namespace uirenderer