Move sparkle animation to RenderThread

The sparkle loop animation was happening on the UI thread and is poses
some interesting challengers:
- Animations freezes when UI thread is busy, for example when
  startActivity is called.
- onDraw calls add unnecessary work to the UI thread, leading to jank
  in some cases, like PIP

Test: manual
Fixes: 184760248
Change-Id: Ie2840c767da61476678839eaac215dc3aff95b5c
diff --git a/libs/hwui/SkiaCanvas.h b/libs/hwui/SkiaCanvas.h
index e0a0be5..995f00c 100644
--- a/libs/hwui/SkiaCanvas.h
+++ b/libs/hwui/SkiaCanvas.h
@@ -153,6 +153,7 @@
                             uirenderer::CanvasPropertyPrimitive* radius,
                             uirenderer::CanvasPropertyPaint* paint,
                             uirenderer::CanvasPropertyPrimitive* progress,
+                            uirenderer::CanvasPropertyPrimitive* turbulencePhase,
                             const SkRuntimeShaderBuilder& effectBuilder) override;
 
     virtual void drawLayer(uirenderer::DeferredLayerUpdater* layerHandle) override;