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/CompositionEngine/src/Output.cpp b/services/surfaceflinger/CompositionEngine/src/Output.cpp
index 7fb67bd..c4d563f 100644
--- a/services/surfaceflinger/CompositionEngine/src/Output.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Output.cpp
@@ -164,13 +164,10 @@
     return mState;
 }
 
-Region Output::getPhysicalSpaceDirtyRegion(bool repaintEverything) const {
-    Region dirty;
-    if (repaintEverything) {
-        dirty.set(mState.bounds);
-    } else {
-        dirty = mState.transform.transform(mState.dirtyRegion);
-        dirty.andSelf(mState.bounds);
+Region Output::getDirtyRegion(bool repaintEverything) const {
+    Region dirty(mState.viewport);
+    if (!repaintEverything) {
+        dirty.andSelf(mState.dirtyRegion);
     }
     return dirty;
 }