Improve performance of unclipped save layers.

Instead of allocating a separate renderTarget and switching
between them on each draw the new implementation follows the same
pattern that the old HWUI renderer used. The area of the layer is
now copied to a buffer on the GPU, the area is then cleared, rendered
as normal, and finally the texture is redrawn using dst_over blending.

This results in no render target switches and is considerably faster
on some hardware.

Test: CtsGraphicsTestCases, CtsUiRenderingTestCases
Bug: 119222339
Change-Id: I716aac1fc31e4c7a171373d37dee82034c01cf18
diff --git a/libs/hwui/SkiaCanvas.h b/libs/hwui/SkiaCanvas.h
index 24d9c08..4ab0a59 100644
--- a/libs/hwui/SkiaCanvas.h
+++ b/libs/hwui/SkiaCanvas.h
@@ -74,6 +74,7 @@
                           SaveFlags::Flags flags) override;
     virtual int saveLayerAlpha(float left, float top, float right, float bottom, int alpha,
                                SaveFlags::Flags flags) override;
+    virtual int saveUnclippedLayer(int left, int top, int right, int bottom) override;
 
     virtual void getMatrix(SkMatrix* outMatrix) const override;
     virtual void setMatrix(const SkMatrix& matrix) override;