Do not map protected buffers to GPU resources and cache the result

This is in line with the older version of RenderEngine and prevents
the device from exhausting its limited protected GPU memory on cached
objects.

This CL also ensures that upon switching to/from a protected context
that the Skia GPU state is properly initialized and any scratch
resources that were being held onto are purged.

Test: atest com.google.android.media.gts.WidevineDashPolicyTests
Bug: 186158883
Bug: 183391755
Change-Id: I31c03a7589feea6f5d2eb244f77b934e1868326d
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index 98f5ee2..0067cbd 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -94,6 +94,7 @@
     inline SkColor getSkColor(const vec4& color);
     inline SkM44 getSkM44(const mat4& matrix);
     inline SkPoint3 getSkPoint3(const vec3& vector);
+    inline GrDirectContext* getActiveGrContext() const;
 
     base::unique_fd flush();
     bool waitFence(base::unique_fd fenceFd);