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/services/surfaceflinger/BufferStateLayer.h b/services/surfaceflinger/BufferStateLayer.h
index 3f891d3..138bb4c 100644
--- a/services/surfaceflinger/BufferStateLayer.h
+++ b/services/surfaceflinger/BufferStateLayer.h
@@ -95,6 +95,9 @@
// -----------------------------------------------------------------------
bool fenceHasSignaled() const override;
+protected:
+ bool useCachedBufferForClientComposition() const override;
+
private:
nsecs_t getDesiredPresentTime() override;
std::shared_ptr<FenceTime> getCurrentFenceTime() const override;