Remove extra isCurrent calls.

These invocations originated from a fork of GLConsumer which was
accessible by apps.

Bug: 116277151
Test: SurfaceFlinger_test, libsurfaceflinger_unittest, go/wm-smoke
Change-Id: Iaa0846b8caea9b9d8f31886e98da8098599d9a77
diff --git a/services/surfaceflinger/BufferLayerConsumer.cpp b/services/surfaceflinger/BufferLayerConsumer.cpp
index 8bd98b7..dfd0326 100644
--- a/services/surfaceflinger/BufferLayerConsumer.cpp
+++ b/services/surfaceflinger/BufferLayerConsumer.cpp
@@ -158,12 +158,6 @@
         return NO_INIT;
     }
 
-    // Make sure RenderEngine is current
-    if (!mRE.isCurrent()) {
-        BLC_LOGE("updateTexImage: RenderEngine is not current");
-        return INVALID_OPERATION;
-    }
-
     BufferItem item;
 
     // Acquire the next buffer.
@@ -524,10 +518,6 @@
 }
 
 status_t BufferLayerConsumer::doFenceWaitLocked() const {
-    if (!mRE.isCurrent()) {
-        BLC_LOGE("doFenceWait: RenderEngine is not current");
-        return INVALID_OPERATION;
-    }
     if (mCurrentFence->isValid()) {
         if (mRE.useWaitSync()) {
             base::unique_fd fenceFd(mCurrentFence->dup());
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index ffed0a9..c0e85dd 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -327,11 +327,6 @@
     const State& s(getDrawingState());
     auto& engine(mFlinger->getRenderEngine());
 
-    if (!engine.isCurrent()) {
-        ALOGE("RenderEngine is not current");
-        return INVALID_OPERATION;
-    }
-
     engine.checkErrors();
 
     // TODO(marissaw): once buffers are cached, don't create a new image everytime
diff --git a/services/surfaceflinger/tests/unittests/CompositionTest.cpp b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
index e45fca0..4e403b7 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -474,7 +474,6 @@
         enqueueBuffer(test, layer);
         Mock::VerifyAndClear(test->mMessageQueue);
 
-        EXPECT_CALL(*test->mRenderEngine, isCurrent()).WillRepeatedly(Return(true));
         EXPECT_CALL(*test->mRenderEngine, useNativeFenceSync()).WillRepeatedly(Return(true));
         bool ignoredRecomputeVisibleRegions;
         layer->latchBuffer(ignoredRecomputeVisibleRegions, 0, Fence::NO_FENCE);