Remove unnecessary drawing commands when drawing shadows.

When blurring behind a shadow, this will ensure that it
is only blurred once. It does so by updating
Layer::prepareShadowClientComposition to add ShadowSettings
to the input layer, rather than adding an extra layer.

Collapsing the shadow layer into the same layer as the caster will
result in undefined behavior in the old GLESRenderEngine.

Bug: 188050128
Bug: 175915334
Test: atest SurfaceFlinger_test and atest librenderengine_test
Change-Id: I5b74ef9659b519fcc6b89dfd873c35fc579fddd7
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 72e32ed..1ca7a16 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -1265,6 +1265,7 @@
     renderengine::LayerSettings shadowLayer;
     shadowLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
     shadowLayer.geometry.boundaries = castingBounds;
+    shadowLayer.skipContentDraw = true;
     shadowLayer.alpha = 1.0f;
     ColorSourceVariant::fillColor(shadowLayer, 0, 0, 0, this);
     shadowLayer.shadow = shadow;