Rename TransactionState to QueuedTransactionState

Clean up some of the logic tracking transaction state on the
client. This will help with some of the upcoming optimizations,
remove some duplicate parceling code and clean up the interface
into SF.

Flag: EXEMPT refactor
Bug: 385156191
Test: presubmit
Change-Id: I701138535000af921e8e026855cd420ff5c8aeea
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index c85c084..c2e687f 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -87,6 +87,7 @@
 #include "LayerVector.h"
 #include "MutexUtils.h"
 #include "PowerAdvisor/PowerAdvisor.h"
+#include "QueuedTransactionState.h"
 #include "Scheduler/ISchedulerCallback.h"
 #include "Scheduler/RefreshRateSelector.h"
 #include "Scheduler/Scheduler.h"
@@ -95,7 +96,6 @@
 #include "Tracing/LayerTracing.h"
 #include "Tracing/TransactionTracing.h"
 #include "TransactionCallbackInvoker.h"
-#include "TransactionState.h"
 #include "Utils/OnceFuture.h"
 
 #include <algorithm>
@@ -803,8 +803,9 @@
     // For test only
     bool flushTransactionQueues() REQUIRES(kMainThreadContext);
 
-    bool applyTransactions(std::vector<TransactionState>&) REQUIRES(kMainThreadContext);
-    bool applyAndCommitDisplayTransactionStatesLocked(std::vector<TransactionState>& transactions)
+    bool applyTransactions(std::vector<QueuedTransactionState>&) REQUIRES(kMainThreadContext);
+    bool applyAndCommitDisplayTransactionStatesLocked(
+            std::vector<QueuedTransactionState>& transactions)
             REQUIRES(kMainThreadContext, mStateLock);
 
     // Returns true if there is at least one transaction that needs to be flushed
@@ -833,7 +834,7 @@
 
     static LatchUnsignaledConfig getLatchUnsignaledConfig();
     bool shouldLatchUnsignaled(const layer_state_t&, size_t numStates, bool firstTransaction) const;
-    bool applyTransactionsLocked(std::vector<TransactionState>& transactions)
+    bool applyTransactionsLocked(std::vector<QueuedTransactionState>& transactions)
             REQUIRES(mStateLock, kMainThreadContext);
     uint32_t setDisplayStateLocked(const DisplayState& s) REQUIRES(mStateLock);
     uint32_t addInputWindowCommands(const InputWindowCommands& inputWindowCommands)