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/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index ef59b55..8f66928 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -5558,8 +5558,8 @@
 
 void SurfaceFlinger::renderScreenImplLocked(const RenderArea& renderArea,
                                             TraverseLayersFunction traverseLayers,
-                                            ANativeWindowBuffer* buffer, bool useIdentityTransform,
-                                            int* outSyncFd) {
+                                            const sp<GraphicBuffer>& buffer,
+                                            bool useIdentityTransform, int* outSyncFd) {
     ATRACE_CALL();
 
     const auto reqWidth = renderArea.getReqWidth();
@@ -5684,7 +5684,7 @@
 
 status_t SurfaceFlinger::captureScreenImplLocked(const RenderArea& renderArea,
                                                  TraverseLayersFunction traverseLayers,
-                                                 ANativeWindowBuffer* buffer,
+                                                 const sp<GraphicBuffer>& buffer,
                                                  bool useIdentityTransform, bool forSystem,
                                                  int* outSyncFd, bool& outCapturedSecureLayers) {
     ATRACE_CALL();