New NDK APIs for SurfaceTexture

These native APIs give access to most SurfaceTexture
java APIs from native code.

In addition to java APIs it also gives access to
the current buffer using AHardwareBuffer.

The main goal of this is to allow game engines
(mostly) to access things like camera or video
without having to call back into java from
their GL thread.

Test: Manual with filament. Created a SurfaceTexture from java
pointed to a camera stream. Visualized the
camera stream on a 3D mesh.

Change-Id: I0aa104c38553b00f9dadbbaecca06be5dd2868ea
diff --git a/native/android/surface_texture.cpp b/native/android/surface_texture.cpp
new file mode 100644
index 0000000..b266881
--- /dev/null
+++ b/native/android/surface_texture.cpp
@@ -0,0 +1,75 @@
+/*
+ * Copyright (C) 2018 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <android/surface_texture.h>
+#include <android/surface_texture_jni.h>
+
+#define LOG_TAG "ASurfaceTexture"
+
+#include <utils/Log.h>
+
+#include <gui/GLConsumer.h>
+#include <gui/Surface.h>
+
+#include <android_runtime/android_graphics_SurfaceTexture.h>
+
+using namespace android;
+
+struct ASurfaceTexture {
+    sp<GLConsumer> consumer;
+    sp<IGraphicBufferProducer> producer;
+};
+
+ASurfaceTexture* ASurfaceTexture_fromSurfaceTexture(JNIEnv* env, jobject surfacetexture) {
+    if (!surfacetexture || !android_SurfaceTexture_isInstanceOf(env, surfacetexture)) {
+        return nullptr;
+    }
+    ASurfaceTexture* ast = new ASurfaceTexture;
+    ast->consumer = SurfaceTexture_getSurfaceTexture(env, surfacetexture);
+    ast->producer = SurfaceTexture_getProducer(env, surfacetexture);
+    return ast;
+}
+
+ANativeWindow* ASurfaceTexture_acquireANativeWindow(ASurfaceTexture* st) {
+    sp<Surface> surface = new Surface(st->producer);
+    ANativeWindow* win(surface.get());
+    ANativeWindow_acquire(win);
+    return win;
+}
+
+void ASurfaceTexture_release(ASurfaceTexture* st) {
+    delete st;
+}
+
+int ASurfaceTexture_attachToGLContext(ASurfaceTexture* st, uint32_t tex) {
+    return st->consumer->attachToContext(tex);
+}
+
+int ASurfaceTexture_detachFromGLContext(ASurfaceTexture* st) {
+    return st->consumer->detachFromContext();
+}
+
+int ASurfaceTexture_updateTexImage(ASurfaceTexture* st) {
+    return st->consumer->updateTexImage();
+}
+
+void ASurfaceTexture_getTransformMatrix(ASurfaceTexture* st, float mtx[16]) {
+    st->consumer->getTransformMatrix(mtx);
+}
+
+int64_t ASurfaceTexture_getTimestamp(ASurfaceTexture* st) {
+    return st->consumer->getTimestamp();
+}