Apply surface parameters in sync with RenderThread

Otherwise it could lead to parameters applied in the wrong frame,
leading to jank.

Test: Open notification
Bug: 78611607
Change-Id: Ia7900e753b29187a7a7b81f393666687e8b8e04b
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index 778e768..60df514 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -95,6 +95,7 @@
     // Grab a copy of everything we need
     CanvasContext* context = mContext;
     std::function<void(int64_t)> callback = std::move(mFrameCallback);
+    mFrameCallback = nullptr;
 
     // From this point on anything in "this" is *UNSAFE TO ACCESS*
     if (canUnblockUiThread) {