Support render-ahead in vulkan

Bug: 127822449
Test: verified render_ahead working with skiavk
Change-Id: Iae1b227a763f6def035057f38cca4b0ab65c7e82
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index b76e49c..eca7d88 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -16,6 +16,7 @@
 
 #include "RenderThread.h"
 
+#include "../HardwareBitmapUploader.h"
 #include "CanvasContext.h"
 #include "DeviceInfo.h"
 #include "EglManager.h"
@@ -29,7 +30,6 @@
 #include "utils/FatVector.h"
 #include "utils/TimeUtils.h"
 #include "utils/TraceUtils.h"
-#include "../HardwareBitmapUploader.h"
 
 #ifdef HWUI_GLES_WRAP_ENABLED
 #include "debug/GlesDriver.h"
@@ -410,9 +410,7 @@
 void RenderThread::preload() {
     // EGL driver is always preloaded only if HWUI renders with GL.
     if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaGL) {
-        std::thread eglInitThread([]() {
-            eglGetDisplay(EGL_DEFAULT_DISPLAY);
-        });
+        std::thread eglInitThread([]() { eglGetDisplay(EGL_DEFAULT_DISPLAY); });
         eglInitThread.detach();
     } else {
         requireVkContext();