Move scissor state to RenderState

Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
diff --git a/libs/hwui/renderstate/RenderState.h b/libs/hwui/renderstate/RenderState.h
new file mode 100644
index 0000000..b2d5cc5
--- /dev/null
+++ b/libs/hwui/renderstate/RenderState.h
@@ -0,0 +1,115 @@
+/*
+ * Copyright (C) 2014 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_H
+#define RENDERSTATE_H
+
+#include <set>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <utils/Mutex.h>
+#include <utils/Functor.h>
+#include <utils/RefBase.h>
+
+#include <private/hwui/DrawGlInfo.h>
+
+#include "AssetAtlas.h"
+#include "Caches.h"
+#include "Scissor.h"
+#include "utils/Macros.h"
+
+namespace android {
+namespace uirenderer {
+
+class Caches;
+class Layer;
+
+namespace renderthread {
+class CanvasContext;
+class RenderThread;
+}
+
+// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
+// wrapper of Caches for users to migrate to.
+class RenderState {
+    PREVENT_COPY_AND_ASSIGN(RenderState);
+public:
+    void onGLContextCreated();
+    void onGLContextDestroyed();
+
+    void setViewport(GLsizei width, GLsizei height);
+    void getViewport(GLsizei* outWidth, GLsizei* outHeight);
+
+    void bindFramebuffer(GLuint fbo);
+    GLint getFramebuffer() { return mFramebuffer; }
+
+    void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
+
+    void debugOverdraw(bool enable, bool clear);
+
+    void registerLayer(const Layer* layer) {
+        mActiveLayers.insert(layer);
+    }
+    void unregisterLayer(const Layer* layer) {
+        mActiveLayers.erase(layer);
+    }
+
+    void registerCanvasContext(renderthread::CanvasContext* context) {
+        mRegisteredContexts.insert(context);
+    }
+
+    void unregisterCanvasContext(renderthread::CanvasContext* context) {
+        mRegisteredContexts.erase(context);
+    }
+
+    void requireGLContext();
+
+    // TODO: This system is a little clunky feeling, this could use some
+    // more thinking...
+    void postDecStrong(VirtualLightRefBase* object);
+
+    AssetAtlas& assetAtlas() { return mAssetAtlas; }
+
+    Scissor& scissor() { return mScissor; }
+private:
+    friend class renderthread::RenderThread;
+    friend class Caches;
+
+    void interruptForFunctorInvoke();
+    void resumeFromFunctorInvoke();
+    void assertOnGLThread();
+
+    RenderState(renderthread::RenderThread& thread);
+    ~RenderState();
+
+    Scissor mScissor;
+
+    renderthread::RenderThread& mRenderThread;
+    Caches* mCaches;
+    AssetAtlas mAssetAtlas;
+    std::set<const Layer*> mActiveLayers;
+    std::set<renderthread::CanvasContext*> mRegisteredContexts;
+
+    GLsizei mViewportWidth;
+    GLsizei mViewportHeight;
+    GLuint mFramebuffer;
+
+    pthread_t mThreadId;
+};
+
+} /* namespace uirenderer */
+} /* namespace android */
+
+#endif /* RENDERSTATE_H */