Refactor HardwareLayer

 Defer all the things!
 Groundwork to allow hardware layers to work in a renderthread world

Change-Id: Ib3aa47525f393083621254a743dbaa6352f933bd
diff --git a/libs/hwui/LayerRenderer.cpp b/libs/hwui/LayerRenderer.cpp
index 0b38c4d..ea8eb31 100644
--- a/libs/hwui/LayerRenderer.cpp
+++ b/libs/hwui/LayerRenderer.cpp
@@ -184,7 +184,7 @@
 // Layers management
 ///////////////////////////////////////////////////////////////////////////////
 
-Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
+Layer* LayerRenderer::createRenderLayer(uint32_t width, uint32_t height) {
     LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
 
     Caches& caches = Caches::getInstance();
@@ -221,7 +221,6 @@
     layer->texCoords.set(0.0f, height / float(layer->getHeight()),
             width / float(layer->getWidth()), 0.0f);
     layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
-    layer->setBlend(!isOpaque);
     layer->setColorFilter(NULL);
     layer->setDirty(true);
     layer->region.clear();
@@ -270,13 +269,12 @@
     return true;
 }
 
-Layer* LayerRenderer::createTextureLayer(bool isOpaque) {
+Layer* LayerRenderer::createTextureLayer() {
     LAYER_RENDERER_LOGD("Creating new texture layer");
 
     Layer* layer = new Layer(0, 0);
     layer->setCacheable(false);
     layer->setTextureLayer(true);
-    layer->setBlend(!isOpaque);
     layer->setEmpty(true);
     layer->setFbo(0);
     layer->setAlpha(255, SkXfermode::kSrcOver_Mode);