Refactors and a potential public API for rendering

Split out the View/ViewRootImpl bits from the
hardware rendering bits.

Create a potential public API surface for
hardware rendering

Bug: 112709971
Test: builds & boots

Change-Id: I9e6f44b07a170574a905f42338282c4bb7e95f56
diff --git a/libs/hwui/tests/macrobench/TestSceneRunner.cpp b/libs/hwui/tests/macrobench/TestSceneRunner.cpp
index 5f5a92e..5fa008b 100644
--- a/libs/hwui/tests/macrobench/TestSceneRunner.cpp
+++ b/libs/hwui/tests/macrobench/TestSceneRunner.cpp
@@ -132,10 +132,10 @@
     ContextFactory factory;
     std::unique_ptr<RenderProxy> proxy(new RenderProxy(false, rootNode.get(), &factory));
     proxy->loadSystemProperties();
-    proxy->initialize(surface);
+    proxy->setSurface(surface);
     float lightX = width / 2.0;
-    proxy->setup(dp(800.0f), 255 * 0.075, 255 * 0.15);
-    proxy->setLightCenter((Vector3){lightX, dp(-200.0f), dp(800.0f)});
+    proxy->setLightAlpha(255 * 0.075, 255 * 0.15);
+    proxy->setLightGeometry((Vector3){lightX, dp(-200.0f), dp(800.0f)}, dp(800.0f));
 
     // Do a few cold runs then reset the stats so that the caches are all hot
     int warmupFrameCount = 5;