Clean up duplicate shadow lengths in layer snapshot

The shadow length is currently tracked in both the LayerFE
CompositionState and the shadow settings, which are used by the
RenderEngine. We can consolidate these fields and track shadow
settings in the LayerFE CompositionState. This makes sense because
we want the LayerFE CompositionState to contain all relevant
information that it can pass to the RenderEngine without calling
back into the frontend.

Bug: 302551905
Test: presubmit

Change-Id: I583c43993cf73784c6fec9ec2d40f2c76d21adeb
diff --git a/services/surfaceflinger/CompositionEngine/tests/OutputLayerTest.cpp b/services/surfaceflinger/CompositionEngine/tests/OutputLayerTest.cpp
index 630906a..1c54469 100644
--- a/services/surfaceflinger/CompositionEngine/tests/OutputLayerTest.cpp
+++ b/services/surfaceflinger/CompositionEngine/tests/OutputLayerTest.cpp
@@ -334,7 +334,7 @@
 
 TEST_F(OutputLayerDisplayFrameTest, shadowExpandsDisplayFrame) {
     const int kShadowRadius = 5;
-    mLayerFEState.shadowRadius = kShadowRadius;
+    mLayerFEState.shadowSettings.length = kShadowRadius;
     mLayerFEState.forceClientComposition = true;
 
     mLayerFEState.geomLayerBounds = FloatRect{100.f, 100.f, 200.f, 200.f};
@@ -345,7 +345,7 @@
 
 TEST_F(OutputLayerDisplayFrameTest, shadowExpandsDisplayFrame_onlyIfForcingClientComposition) {
     const int kShadowRadius = 5;
-    mLayerFEState.shadowRadius = kShadowRadius;
+    mLayerFEState.shadowSettings.length = kShadowRadius;
     mLayerFEState.forceClientComposition = false;
 
     mLayerFEState.geomLayerBounds = FloatRect{100.f, 100.f, 200.f, 200.f};
diff --git a/services/surfaceflinger/CompositionEngine/tests/OutputTest.cpp b/services/surfaceflinger/CompositionEngine/tests/OutputTest.cpp
index ee6998a..cdcb68d 100644
--- a/services/surfaceflinger/CompositionEngine/tests/OutputTest.cpp
+++ b/services/surfaceflinger/CompositionEngine/tests/OutputTest.cpp
@@ -1830,7 +1830,7 @@
     ui::Transform translate;
     translate.set(50, 50);
     mLayer.layerFEState.geomLayerTransform = translate;
-    mLayer.layerFEState.shadowRadius = 10.0f;
+    mLayer.layerFEState.shadowSettings.length = 10.0f;
 
     mCoverageState.dirtyRegion = Region(Rect(0, 0, 500, 500));
     // half of the layer including the casting shadow is covered and opaque
@@ -1872,7 +1872,7 @@
     ui::Transform translate;
     translate.set(50, 50);
     mLayer.layerFEState.geomLayerTransform = translate;
-    mLayer.layerFEState.shadowRadius = 10.0f;
+    mLayer.layerFEState.shadowSettings.length = 10.0f;
 
     mCoverageState.dirtyRegion = Region(Rect(0, 0, 500, 500));
     // Casting layer is covered by an opaque region leaving only part of its shadow to be drawn
@@ -1897,7 +1897,7 @@
     ui::Transform translate;
     translate.set(50, 50);
     mLayer.layerFEState.geomLayerTransform = translate;
-    mLayer.layerFEState.shadowRadius = 10.0f;
+    mLayer.layerFEState.shadowSettings.length = 10.0f;
 
     mCoverageState.dirtyRegion = Region(Rect(0, 0, 500, 500));
     // Casting layer and its shadows are covered by an opaque region