Glop support for custom textured UVs, simplify drawBitmap(src,dst)

Front load the scaling-to-support-shaders to record time.

Change-Id: I861c82d9d16d3c5e063cf87230127eed0b3f9b54
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 851effa5..8547b67 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -160,9 +160,8 @@
     virtual void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) override;
     void drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
             TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
-    virtual void drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
-            float srcRight, float srcBottom, float dstLeft, float dstTop,
-            float dstRight, float dstBottom, const SkPaint* paint) override;
+    virtual void drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst,
+            const SkPaint* paint) override;
     virtual void drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
             const float* vertices, const int* colors, const SkPaint* paint) override;
     void drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
@@ -478,7 +477,6 @@
         return (mState.currentFlags() & Snapshot::kFlagFboTarget) && mState.currentRegion();
     }
 
-
     /**
      * Renders the specified layer as a textured quad.
      *