TextureView Vulkan support and optimized OpenGL draw

Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.

Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
diff --git a/libs/hwui/renderthread/EglManager.h b/libs/hwui/renderthread/EglManager.h
index 8e8bb8b..507673a 100644
--- a/libs/hwui/renderthread/EglManager.h
+++ b/libs/hwui/renderthread/EglManager.h
@@ -17,8 +17,10 @@
 #define EGLMANAGER_H
 
 #include <EGL/egl.h>
+#include <EGL/eglext.h>
 #include <SkRect.h>
 #include <cutils/compiler.h>
+#include <ui/Fence.h>
 #include <ui/GraphicBuffer.h>
 #include <utils/StrongPointer.h>
 
@@ -66,6 +68,14 @@
 
     EGLDisplay eglDisplay() const { return mEglDisplay; }
 
+    // Inserts a wait on fence command into the OpenGL ES command stream. If EGL extension
+    // support is missing, block the CPU on the fence.
+    status_t fenceWait(sp<Fence>& fence);
+
+    // Creates a fence that is signaled, when all the pending GL commands are flushed.
+    // Depending on installed extensions, the result is either Android native fence or EGL fence.
+    status_t createReleaseFence(bool useFenceSync, EGLSyncKHR* eglFence, sp<Fence>& nativeFence);
+
 private:
 
     void initExtensions();