Support HDR tonemapping in TextureView

This reuses the HDR tonemapping curve that was used in RenderEngine,
however display-level metadata may not be aligned. But because there are
no composition changes that can cause flicker, e.g., switching rapidly
between using a TextureView and a SurfaceView, then that should be okay.
That means that the HDR tonemapping is not as high quality as it could
be, but it is much better than before.

Bug: 200309590
Test: builds, boots
Test: Instagram video preview
Change-Id: I4dd042333f383f383d568b6f2326ee14facd08ed
diff --git a/libs/hwui/DeferredLayerUpdater.h b/libs/hwui/DeferredLayerUpdater.h
index da8041f..9a4c550 100644
--- a/libs/hwui/DeferredLayerUpdater.h
+++ b/libs/hwui/DeferredLayerUpdater.h
@@ -91,7 +91,7 @@
     void detachSurfaceTexture();
 
     void updateLayer(bool forceFilter, const sk_sp<SkImage>& layerImage, const uint32_t transform,
-                     SkRect currentCrop);
+                     SkRect currentCrop, float maxLuminanceNits = -1.f);
 
     void destroyLayer();