Delete a bunch of code

This removes the duality of DisplayList, removing a small amount of
overhead

Test: buids & hwuiunit passes

Change-Id: I8bb3a20e9ead1caec4b4a8a3e9f2c08f717a7096
diff --git a/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp b/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
index 6c04d78..1b816fe 100644
--- a/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
+++ b/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
@@ -25,6 +25,19 @@
 namespace uirenderer {
 namespace skiapipeline {
 
+RenderNodeDrawable::RenderNodeDrawable(RenderNode* node, SkCanvas* canvas, bool composeLayer,
+                                       bool inReorderingSection)
+        : mRenderNode(node)
+        , mRecordedTransform(canvas->getTotalMatrix())
+        , mComposeLayer(composeLayer)
+        , mInReorderingSection(inReorderingSection) {}
+
+RenderNodeDrawable::~RenderNodeDrawable() {
+    // Just here to move the destructor into the cpp file where we can access RenderNode.
+
+    // TODO: Detangle the header nightmare.
+}
+
 void RenderNodeDrawable::drawBackwardsProjectedNodes(SkCanvas* canvas,
                                                      const SkiaDisplayList& displayList,
                                                      int nestLevel) {
@@ -115,7 +128,6 @@
         return;
     }
 
-    SkASSERT(renderNode->getDisplayList()->isSkiaDL());
     SkiaDisplayList* displayList = (SkiaDisplayList*)renderNode->getDisplayList();
 
     SkAutoCanvasRestore acr(canvas, true);