SF: add missing ATRACE_CALL for RenderEngine

Bug: 155929501
Test: NA
Change-Id: I09804619851d9e2b412372817f5e1a27b52ad58b
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.cpp b/libs/renderengine/threaded/RenderEngineThreaded.cpp
index c87a836..9009ce4 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.cpp
+++ b/libs/renderengine/threaded/RenderEngineThreaded.cpp
@@ -101,6 +101,7 @@
 }
 
 void RenderEngineThreaded::primeCache() {
+    ATRACE_CALL();
     // This function is designed so it can run asynchronously, so we do not need to wait
     // for the futures.
     {
@@ -131,6 +132,7 @@
 }
 
 void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) {
+    ATRACE_CALL();
     std::promise<void> resultPromise;
     std::future<void> resultFuture = resultPromise.get_future();
     {
@@ -146,6 +148,7 @@
 }
 
 void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) {
+    ATRACE_CALL();
     std::promise<void> resultPromise;
     std::future<void> resultFuture = resultPromise.get_future();
     {
@@ -162,6 +165,7 @@
 
 void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
                                                     bool isRenderable) {
+    ATRACE_CALL();
     // This function is designed so it can run asynchronously, so we do not need to wait
     // for the futures.
     {
@@ -175,6 +179,7 @@
 }
 
 void RenderEngineThreaded::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) {
+    ATRACE_CALL();
     // This function is designed so it can run asynchronously, so we do not need to wait
     // for the futures.
     {
@@ -247,6 +252,7 @@
                                           const bool useFramebufferCache,
                                           base::unique_fd&& bufferFence,
                                           base::unique_fd* drawFence) {
+    ATRACE_CALL();
     std::promise<status_t> resultPromise;
     std::future<status_t> resultFuture = resultPromise.get_future();
     {
@@ -264,6 +270,7 @@
 }
 
 void RenderEngineThreaded::cleanFramebufferCache() {
+    ATRACE_CALL();
     // This function is designed so it can run asynchronously, so we do not need to wait
     // for the futures.
     {