RE: Add a test verifying we've compiled a min no of shaders

To prevent regressions, verify that SkiaGLRenderEngine compiles some
number of shaders. This varies per device, so use a lower bound instead
of an exact number. This would have caught the regression referenced in
I9f0e9e8535feee48700f1c896f26833b6095764d, though it could miss a
smaller regression.

Repurpose reportShadersCompiled for this: make it return the total
number of shaders. (With the old behavior, its value is reset when it is
called for the print statement at the end of Cache::primeShaderCache.)
Update its only client to still have the same behavior.

Remove assertShadersCompiled - we decided against that approach in
Ia0c63402e8b2f6ee91f59603951602511bfae853.

Bug: 190487656
Bug: 222355787
Test: this
Change-Id: I3c1108655456fc8aa660ff3f272e0b9b20790c60
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 76ae2fc..99d3932 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -294,14 +294,8 @@
     mShadersCachedSinceLastCall++;
 }
 
-void SkiaGLRenderEngine::assertShadersCompiled(int numShaders) {
-    const int cached = mSkSLCacheMonitor.shadersCachedSinceLastCall();
-    LOG_ALWAYS_FATAL_IF(cached != numShaders, "Attempted to cache %i shaders; cached %i",
-                        numShaders, cached);
-}
-
 int SkiaGLRenderEngine::reportShadersCompiled() {
-    return mSkSLCacheMonitor.shadersCachedSinceLastCall();
+    return mSkSLCacheMonitor.totalShadersCompiled();
 }
 
 SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,