Plumbing through GPU context priority from SF to RE

Test: Run the code. Check logcat.
      atest librenderengine_test
Bug: 168740533
Change-Id: I6e34c4064dfd75ac96b86e0af587a208fc93d975
diff --git a/libs/renderengine/gl/GLExtensions.h b/libs/renderengine/gl/GLExtensions.h
index ef00009..e415ff3 100644
--- a/libs/renderengine/gl/GLExtensions.h
+++ b/libs/renderengine/gl/GLExtensions.h
@@ -41,6 +41,7 @@
     bool hasContextPriority() const { return mHasContextPriority; }
     bool hasSurfacelessContext() const { return mHasSurfacelessContext; }
     bool hasProtectedTexture() const { return mHasProtectedTexture; }
+    bool hasRealtimePriority() const { return mHasRealtimePriority; }
 
     void initWithGLStrings(GLubyte const* vendor, GLubyte const* renderer, GLubyte const* version,
                            GLubyte const* extensions);
@@ -67,6 +68,7 @@
     bool mHasContextPriority = false;
     bool mHasSurfacelessContext = false;
     bool mHasProtectedTexture = false;
+    bool mHasRealtimePriority = false;
 
     String8 mVendor;
     String8 mRenderer;