Use renderengine::drawLayers api everywhere.

There's some dead code left after this change, which I'll circle around
to removing in the future.

Bug: 118461793
Bug: 123496360
Change-Id: Ic631b0c452f67b353adaa63896e8cd080e391647
Test: librenderengine_test
Test: SurfaceFlinger_test
Test: libsurfaceflinger_unittest
Test: notch hide
Test: screen rotations
Test: photos
Test: adb screencap
Test: adb screenrecord
Test: simulate virtual displays (incl. secure overlays)
Test: go/wm-smoke with gpu composition forced
diff --git a/libs/renderengine/gl/GLImage.cpp b/libs/renderengine/gl/GLImage.cpp
index 587cb31..77e648e 100644
--- a/libs/renderengine/gl/GLImage.cpp
+++ b/libs/renderengine/gl/GLImage.cpp
@@ -14,11 +14,14 @@
  * limitations under the License.
  */
 
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
 #include "GLImage.h"
 
 #include <vector>
 
 #include <log/log.h>
+#include <utils/Trace.h>
 #include "GLESRenderEngine.h"
 #include "GLExtensions.h"
 
@@ -50,6 +53,7 @@
 }
 
 bool GLImage::setNativeWindowBuffer(ANativeWindowBuffer* buffer, bool isProtected) {
+    ATRACE_CALL();
     if (mEGLImage != EGL_NO_IMAGE_KHR) {
         if (!eglDestroyImageKHR(mEGLDisplay, mEGLImage)) {
             ALOGE("failed to destroy image: %#x", eglGetError());