SF - plumbing game mode for metrics (part 2)

Update TimeStats to take in the game mode from layer for all the frames.

Bug: 186025682
Test: statsd_testdrive 10063
Test: atest libsurfaceflinger_unittest
Change-Id: If95a8c91940228a8925ae9e4e21656d1b492a2ba
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index af26045..dde0031 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -850,9 +850,9 @@
     // Sets the parent's gameMode for this layer and all its children. Parent's gameMode is applied
     // only to layers that do not have the GAME_MODE_METADATA set by WMShell. Any layer(along with
     // its children) that has the metadata set will use the gameMode from the metadata.
-    void setGameModeForTree(int parentGameMode);
-    void setGameMode(int gameMode) { mGameMode = gameMode; };
-    int getGameMode() const { return mGameMode; }
+    void setGameModeForTree(int32_t parentGameMode);
+    void setGameMode(int32_t gameMode) { mGameMode = gameMode; };
+    int32_t getGameMode() const { return mGameMode; }
 
     virtual uid_t getOwnerUid() const { return mOwnerUid; }
 
@@ -1098,7 +1098,7 @@
 
     // Game mode for the layer. Set by WindowManagerShell, game mode is used in
     // metrics(SurfaceFlingerStats).
-    int mGameMode = 0;
+    int32_t mGameMode = 0;
 
     // A list of regions on this layer that should have blurs.
     const std::vector<BlurRegion> getBlurRegions() const;