Plumb fence from dequeueBuffer into renderengine

This defers blocking from the ui thread, to the gpu driver, so
SurfaceFlinger can continue work without waiting on an old frame.

Bug: 123107664
Test: manual tests
Change-Id: Ied4ba84dd3fe63c65470ae3396dec0cb667a5ff0
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index 7b72666..a86b4f5 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -81,7 +81,8 @@
     bool supportsProtectedContent() const override;
     bool useProtectedContext(bool useProtectedContext) override;
     status_t drawLayers(const DisplaySettings& display, const std::vector<LayerSettings>& layers,
-                        ANativeWindowBuffer* buffer, base::unique_fd* drawFence) override;
+                        ANativeWindowBuffer* buffer, base::unique_fd&& bufferFence,
+                        base::unique_fd* drawFence) override;
 
     // internal to RenderEngine
     EGLDisplay getEGLDisplay() const { return mEGLDisplay; }