Add support for render-ahead

For periods of time during which latency is less important
allow a client to request a deeper render-ahead pipeline.

The latency tradeoff results in less overall visual jank

Test: none, only used by macrobench

Change-Id: I516203b70bdc75b6415fa08bf9c4fb1b598b0102
diff --git a/libs/hwui/renderthread/OpenGLPipeline.cpp b/libs/hwui/renderthread/OpenGLPipeline.cpp
index 876af47..1925808 100644
--- a/libs/hwui/renderthread/OpenGLPipeline.cpp
+++ b/libs/hwui/renderthread/OpenGLPipeline.cpp
@@ -22,8 +22,8 @@
 #include "GlLayer.h"
 #include "OpenGLReadback.h"
 #include "ProfileRenderer.h"
-#include "renderstate/RenderState.h"
 #include "TreeInfo.h"
+#include "renderstate/RenderState.h"
 
 #include <cutils/properties.h>
 #include <strings.h>
@@ -203,8 +203,7 @@
 
 bool OpenGLPipeline::createOrUpdateLayer(RenderNode* node,
                                          const DamageAccumulator& damageAccumulator,
-                                         bool wideColorGamut,
-                                         ErrorHandler* errorHandler) {
+                                         bool wideColorGamut, ErrorHandler* errorHandler) {
     RenderState& renderState = mRenderThread.renderState();
     OffscreenBufferPool& layerPool = renderState.layerPool();
     bool transformUpdateNeeded = false;