auto import from //depot/cupcake/@135843
diff --git a/libpixelflinger/buffer.cpp b/libpixelflinger/buffer.cpp
new file mode 100644
index 0000000..af7356b
--- /dev/null
+++ b/libpixelflinger/buffer.cpp
@@ -0,0 +1,384 @@
+/* libs/pixelflinger/buffer.cpp
+**
+** Copyright 2006, 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 <assert.h>
+
+#include "buffer.h"
+
+namespace android {
+// ----------------------------------------------------------------------------
+
+static void read_pixel(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel);
+static void write_pixel(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, const pixel_t* pixel);
+static void readRGB565(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel);
+static void readABGR8888(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel);
+
+static uint32_t logic_op(int op, uint32_t s, uint32_t d);
+static uint32_t extract(uint32_t v, int h, int l, int bits);
+static uint32_t expand(uint32_t v, int sbits, int dbits);
+static uint32_t downshift_component(uint32_t in, uint32_t v,
+        int sh, int sl, int dh, int dl, int ch, int cl, int dither);
+
+// ----------------------------------------------------------------------------
+
+void ggl_init_texture(context_t* c)
+{
+    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
+        texture_t& t = c->state.texture[i];
+        t.s_coord = GGL_ONE_TO_ONE;
+        t.t_coord = GGL_ONE_TO_ONE;
+        t.s_wrap = GGL_REPEAT;
+        t.t_wrap = GGL_REPEAT;
+        t.min_filter = GGL_NEAREST;
+        t.mag_filter = GGL_NEAREST;
+        t.env = GGL_MODULATE;
+    }
+    c->activeTMU = &(c->state.texture[0]);
+}
+
+void ggl_set_surface(context_t* c, surface_t* dst, const GGLSurface* src)
+{
+    dst->width = src->width;
+    dst->height = src->height;
+    dst->stride = src->stride;
+    dst->data = src->data;
+    dst->format = src->format;
+    dst->dirty = 1;
+    if (__builtin_expect(dst->stride < 0, false)) {
+        const GGLFormat& pixelFormat(c->formats[dst->format]);
+        const int32_t bpr = -dst->stride * pixelFormat.size;
+        dst->data += bpr * (dst->height-1);
+    }
+}
+
+static void pick_read_write(surface_t* s)
+{
+    // Choose best reader/writers.
+    switch (s->format) {
+        case GGL_PIXEL_FORMAT_RGBA_8888:    s->read = readABGR8888;  break;
+        case GGL_PIXEL_FORMAT_RGB_565:      s->read = readRGB565;    break;
+        default:                            s->read = read_pixel;    break;
+    }
+    s->write = write_pixel;
+}
+
+void ggl_pick_texture(context_t* c)
+{
+    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+        surface_t& s = c->state.texture[i].surface;
+        if ((!c->state.texture[i].enable) || (!s.dirty))
+            continue;
+        s.dirty = 0;
+        pick_read_write(&s);
+        generated_tex_vars_t& gen = c->generated_vars.texture[i];
+        gen.width   = s.width;
+        gen.height  = s.height;
+        gen.stride  = s.stride;
+        gen.data    = int32_t(s.data);
+    }
+}
+
+void ggl_pick_cb(context_t* c)
+{
+    surface_t& s = c->state.buffers.color;
+    if (s.dirty) {
+        s.dirty = 0;
+        pick_read_write(&s);
+    }
+}
+
+// ----------------------------------------------------------------------------
+
+void read_pixel(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel)
+{
+    assert((x < s->width) && (y < s->height));
+
+    const GGLFormat* f = &(c->formats[s->format]);
+    int32_t index = x + (s->stride * y);
+    uint8_t* const data = s->data + index * f->size;
+    uint32_t v = 0;
+    switch (f->size) {
+        case 1:		v = *data;									break;
+        case 2:		v = *(uint16_t*)data;						break;
+        case 3:		v = (data[2]<<16)|(data[1]<<8)|data[0];     break;
+        case 4:		v = GGL_RGBA_TO_HOST(*(uint32_t*)data);		break;
+    }
+    for (int i=0 ; i<4 ; i++) {
+        pixel->s[i] = f->c[i].h - f->c[i].l;
+        if (pixel->s[i])
+            pixel->c[i] = extract(v,  f->c[i].h,  f->c[i].l, f->size*8);
+    }
+}
+
+void readRGB565(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel)
+{
+    uint16_t v = *(reinterpret_cast<uint16_t*>(s->data) + (x + (s->stride * y)));
+    pixel->c[0] = 0;
+    pixel->c[1] = v>>11;
+    pixel->c[2] = (v>>5)&0x3F;
+    pixel->c[3] = v&0x1F;
+    pixel->s[0] = 0;
+    pixel->s[1] = 5;
+    pixel->s[2] = 6;
+    pixel->s[3] = 5;
+}
+
+void readABGR8888(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, pixel_t* pixel)
+{
+    uint32_t v = *(reinterpret_cast<uint32_t*>(s->data) + (x + (s->stride * y)));
+    v = GGL_RGBA_TO_HOST(v);
+    pixel->c[0] = v>>24;        // A
+    pixel->c[1] = v&0xFF;       // R
+    pixel->c[2] = (v>>8)&0xFF;  // G
+    pixel->c[3] = (v>>16)&0xFF; // B
+    pixel->s[0] = 
+    pixel->s[1] = 
+    pixel->s[2] = 
+    pixel->s[3] = 8;
+}
+
+void write_pixel(const surface_t* s, context_t* c,
+        uint32_t x, uint32_t y, const pixel_t* pixel)
+{
+    assert((x < s->width) && (y < s->height));
+
+    int dither = -1;
+    if (c->state.enables & GGL_ENABLE_DITHER) {
+        dither = c->ditherMatrix[ (x & GGL_DITHER_MASK) +
+                ((y & GGL_DITHER_MASK)<<GGL_DITHER_ORDER_SHIFT) ];
+    }
+
+    const GGLFormat* f = &(c->formats[s->format]);
+    int32_t index = x + (s->stride * y);
+    uint8_t* const data = s->data + index * f->size;
+        
+    uint32_t mask = 0;
+    uint32_t v = 0;
+    for (int i=0 ; i<4 ; i++) {
+        const int component_mask = 1 << i;
+        if (f->components>=GGL_LUMINANCE &&
+                (i==GGLFormat::GREEN || i==GGLFormat::BLUE)) {
+            // destinations L formats don't have G or B
+            continue;
+        }
+        const int l = f->c[i].l;
+        const int h = f->c[i].h;
+        if (h && (c->state.mask.color & component_mask)) {
+            mask |= (((1<<(h-l))-1)<<l);
+            uint32_t u = pixel->c[i];
+            int32_t pixelSize = pixel->s[i];
+            if (pixelSize < (h-l)) {
+                u = expand(u, pixelSize, h-l);
+                pixelSize = h-l;
+            }
+            v = downshift_component(v, u, pixelSize, 0, h, l, 0, 0, dither);
+        }
+    }
+
+    if ((c->state.mask.color != 0xF) || 
+        (c->state.enables & GGL_ENABLE_LOGIC_OP)) {
+        uint32_t d = 0;
+        switch (f->size) {
+            case 1:	d = *data;									break;
+            case 2:	d = *(uint16_t*)data;						break;
+            case 3:	d = (data[2]<<16)|(data[1]<<8)|data[0];     break;
+            case 4:	d = GGL_RGBA_TO_HOST(*(uint32_t*)data);		break;
+        }
+        if (c->state.enables & GGL_ENABLE_LOGIC_OP) {
+            v = logic_op(c->state.logic_op.opcode, v, d);            
+            v &= mask;
+        }
+        v |= (d & ~mask);
+    }
+
+    switch (f->size) {
+        case 1:		*data = v;									break;
+        case 2:		*(uint16_t*)data = v;						break;
+        case 3:
+            data[0] = v;
+            data[1] = v>>8;
+            data[2] = v>>16;
+            break;
+        case 4:		*(uint32_t*)data = GGL_HOST_TO_RGBA(v);     break;
+    }
+}
+
+static uint32_t logic_op(int op, uint32_t s, uint32_t d)
+{
+    switch(op) {
+    case GGL_CLEAR:         return 0;
+    case GGL_AND:           return s & d;
+    case GGL_AND_REVERSE:   return s & ~d;
+    case GGL_COPY:          return s;
+    case GGL_AND_INVERTED:  return ~s & d;
+    case GGL_NOOP:          return d;
+    case GGL_XOR:           return s ^ d;
+    case GGL_OR:            return s | d;
+    case GGL_NOR:           return ~(s | d);
+    case GGL_EQUIV:         return ~(s ^ d);
+    case GGL_INVERT:        return ~d;
+    case GGL_OR_REVERSE:    return s | ~d;
+    case GGL_COPY_INVERTED: return ~s;
+    case GGL_OR_INVERTED:   return ~s | d;
+    case GGL_NAND:          return ~(s & d);
+    case GGL_SET:           return ~0;
+    };
+    return s;
+}            
+
+
+uint32_t ggl_expand(uint32_t v, int sbits, int dbits)
+{
+    return expand(v, sbits, dbits);
+}
+
+uint32_t ggl_pack_color(context_t* c, int32_t format,
+        GGLcolor r, GGLcolor g, GGLcolor b, GGLcolor a)
+{
+    const GGLFormat* f = &(c->formats[format]);
+    uint32_t p = 0;
+    const int32_t hbits = GGL_COLOR_BITS;
+    const int32_t lbits = GGL_COLOR_BITS - 8;
+    p = downshift_component(p, r,   hbits, lbits,  f->rh, f->rl, 0, 1, -1);
+    p = downshift_component(p, g,   hbits, lbits,  f->gh, f->gl, 0, 1, -1);
+    p = downshift_component(p, b,   hbits, lbits,  f->bh, f->bl, 0, 1, -1);
+    p = downshift_component(p, a,   hbits, lbits,  f->ah, f->al, 0, 1, -1);
+    switch (f->size) {
+    case 1: p |= p << 8;    // fallthrough
+    case 2: p |= p << 16;
+    }
+    return p;
+}
+
+// ----------------------------------------------------------------------------
+
+// extract a component from a word
+uint32_t extract(uint32_t v, int h, int l, int bits)
+{
+	assert(h);
+	if (l) {
+		v >>= l;
+	}
+	if (h != bits) {
+		v &= (1<<(h-l))-1;
+	}
+	return v;
+}
+
+// expand a component from sbits to dbits
+uint32_t expand(uint32_t v, int sbits, int dbits)
+{
+    if (dbits > sbits) {
+        assert(sbits);
+        if (sbits==1) {
+            v = (v<<dbits) - v;
+        } else {
+            if (dbits % sbits) {
+                v <<= (dbits-sbits);
+                dbits -= sbits;
+                do {
+                    v |= v>>sbits;
+                    dbits -= sbits;
+                    sbits *= 2;
+                } while (dbits>0);
+            } else {
+                dbits -= sbits;
+                do {
+                    v |= v<<sbits;
+                    dbits -= sbits;
+                    if (sbits*2 < dbits) {
+                        sbits *= 2;
+                    }
+                } while (dbits > 0);
+            }
+        }
+    }
+	return v;
+}
+
+// downsample a component from sbits to dbits
+// and shift / construct the pixel
+uint32_t downshift_component(	uint32_t in, uint32_t v,
+                                int sh, int sl,		// src
+                                int dh, int dl,		// dst
+                                int ch, int cl,		// clear
+                                int dither)
+{
+	const int sbits = sh-sl;
+	const int dbits = dh-dl;
+    
+	assert(sbits>=dbits);
+
+
+    if (sbits>dbits) {
+        if (dither>=0) {
+            v -= (v>>dbits);				// fix up
+            const int shift = (GGL_DITHER_BITS - (sbits-dbits));
+            if (shift >= 0)   v += (dither >> shift) << sl;
+            else              v += (dither << (-shift)) << sl;
+        } else {
+            // don't do that right now, so we can reproduce the same
+            // artifacts we get on ARM (Where we don't do this)
+            // -> this is not really needed if we don't dither
+            //if (dBits > 1) { // result already OK if dBits==1
+            //    v -= (v>>dbits);				// fix up
+            //    v += 1 << ((sbits-dbits)-1);	// rounding
+            //}
+        }
+    }
+
+
+	// we need to clear the high bits of the source
+	if (ch) {
+		v <<= 32-sh;
+		sl += 32-sh;
+        sh = 32;
+	}
+	
+	if (dl) {
+		if (cl || (sbits>dbits)) {
+			v >>= sh-dbits;
+			sl = 0;
+			sh = dbits;
+            in |= v<<dl;
+		} else {
+			// sbits==dbits and we don't need to clean the lower bits
+			// so we just have to shift the component to the right location
+            int shift = dh-sh;
+            in |= v<<shift;
+		}
+	} else {
+		// destination starts at bit 0
+		// ie: sh-dh == sh-dbits
+		int shift = sh-dh;
+		if (shift > 0)      in |= v>>shift;
+		else if (shift < 0) in |= v<<shift;
+		else                in |= v;
+	}
+	return in;
+}
+
+// ----------------------------------------------------------------------------
+}; // namespace android