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.h b/services/surfaceflinger/SurfaceFlinger.h
index 09a3430..5f76260 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -692,7 +692,7 @@
     using TraverseLayersFunction = std::function<void(const LayerVector::Visitor&)>;
 
     void renderScreenImplLocked(const RenderArea& renderArea, TraverseLayersFunction traverseLayers,
-                                ANativeWindowBuffer* buffer, bool useIdentityTransform,
+                                const sp<GraphicBuffer>& buffer, bool useIdentityTransform,
                                 int* outSyncFd);
     status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
                                  sp<GraphicBuffer>* outBuffer, const ui::PixelFormat reqPixelFormat,
@@ -704,7 +704,7 @@
     const sp<DisplayDevice> getDisplayByLayerStack(uint64_t layerStack);
     status_t captureScreenImplLocked(const RenderArea& renderArea,
                                      TraverseLayersFunction traverseLayers,
-                                     ANativeWindowBuffer* buffer, bool useIdentityTransform,
+                                     const sp<GraphicBuffer>& buffer, bool useIdentityTransform,
                                      bool forSystem, int* outSyncFd, bool& outCapturedSecureLayers);
     void traverseLayersInDisplay(const sp<const DisplayDevice>& display,
                                  const LayerVector::Visitor& visitor);