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/ContainerLayer.h b/services/surfaceflinger/ContainerLayer.h
index 413844b..409cf22 100644
--- a/services/surfaceflinger/ContainerLayer.h
+++ b/services/surfaceflinger/ContainerLayer.h
@@ -29,8 +29,6 @@
     ~ContainerLayer() override;
 
     const char* getTypeId() const override { return "ContainerLayer"; }
-    void onDraw(const RenderArea& renderArea, const Region& clip,
-                bool useIdentityTransform) override;
     bool isVisible() const override;
 
     void setPerFrameData(DisplayId displayId, const ui::Transform& transform, const Rect& viewport,
@@ -39,6 +37,11 @@
     bool isCreatedFromMainThread() const override { return true; }
 
     bool onPreComposition(nsecs_t /*refreshStartTime*/) override { return false; }
+
+protected:
+    bool prepareClientLayer(const RenderArea& renderArea, const Region& clip,
+                            bool useIdentityTransform, Region& clearRegion,
+                            renderengine::LayerSettings& layer);
 };
 
 } // namespace android