Enable RenderEngine blur testing on more devices.

Test: atest renderengine_test
Bug: 176903027
Change-Id: I85e3a561548506bd9cab1a6c8f7e15c47fbff960
diff --git a/libs/renderengine/tests/RenderEngineThreadedTest.cpp b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
index 02ff06f..08b672a 100644
--- a/libs/renderengine/tests/RenderEngineThreadedTest.cpp
+++ b/libs/renderengine/tests/RenderEngineThreadedTest.cpp
@@ -144,6 +144,17 @@
     ASSERT_EQ(true, result);
 }
 
+TEST_F(RenderEngineThreadedTest, supportsBackgroundBlur_returnsFalse) {
+    EXPECT_CALL(*mRenderEngine, supportsBackgroundBlur()).WillOnce(Return(false));
+    status_t result = mThreadedRE->supportsBackgroundBlur();
+    ASSERT_EQ(false, result);
+}
+
+TEST_F(RenderEngineThreadedTest, supportsBackgroundBlur_returnsTrue) {
+    EXPECT_CALL(*mRenderEngine, supportsBackgroundBlur()).WillOnce(Return(true));
+    status_t result = mThreadedRE->supportsBackgroundBlur();
+    ASSERT_EQ(true, result);
+}
 TEST_F(RenderEngineThreadedTest, drawLayers) {
     renderengine::DisplaySettings settings;
     std::vector<const renderengine::LayerSettings*> layers;