Enable RenderEngine context switching to be async.

Also in the case of a threaded RenderEngine we can avoid the
thread hop entirely by quickly returning if the GPU is already
in the correct state.

Bug: 192099706
Test: atest librenderengine_test
Change-Id: I316096ffd89960a1d3742edacdeb442626e9ee3e
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
index 9b523b2..f2f5c0f 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.h
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -53,7 +53,7 @@
 
     bool isProtected() const override;
     bool supportsProtectedContent() const override;
-    bool useProtectedContext(bool useProtectedContext) override;
+    void useProtectedContext(bool useProtectedContext) override;
     void cleanupPostRender() override;
 
     status_t drawLayers(const DisplaySettings& display,
@@ -100,6 +100,7 @@
      * Render Engine
      */
     std::unique_ptr<renderengine::RenderEngine> mRenderEngine;
+    std::atomic<bool> mIsProtected = false;
 };
 } // namespace threaded
 } // namespace renderengine