SF: RenderEngine->drawLayers takes GraphicBuffer instead of ANativeWindow

RE interface is going to be moved to AIDL. In order to make it AIDL
compatible, drawLayer needs to take sp<GraphicBuffer> (because it's
already flattenable) instead of ANativeWindow.

Bug: 150064821
Test: atest CompositionEngineTest
Test: adb shell /data/nativetest64/.../libsurfaceflinger_unittest
Test: atest RenderEngineTest
Change-Id: Ifef487c93753d03f949f00e055a66ac6f0a98cb0
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index ebf78fe..611008e 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -74,7 +74,7 @@
     bool useProtectedContext(bool useProtectedContext) override;
     status_t drawLayers(const DisplaySettings& display,
                         const std::vector<const LayerSettings*>& layers,
-                        ANativeWindowBuffer* buffer, const bool useFramebufferCache,
+                        const sp<GraphicBuffer>& buffer, const bool useFramebufferCache,
                         base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
 
     EGLDisplay getEGLDisplay() const { return mEGLDisplay; }