TextureView Vulkan support and optimized OpenGL draw

Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.

Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
diff --git a/libs/hwui/renderthread/CacheManager.cpp b/libs/hwui/renderthread/CacheManager.cpp
index bec80b1e..c45eeda 100644
--- a/libs/hwui/renderthread/CacheManager.cpp
+++ b/libs/hwui/renderthread/CacheManager.cpp
@@ -21,6 +21,7 @@
 #include "RenderThread.h"
 #include "pipeline/skia/ShaderCache.h"
 #include "pipeline/skia/SkiaMemoryTracer.h"
+#include "Properties.h"
 #include "renderstate/RenderState.h"
 
 #include <GrContextOptions.h>
@@ -214,11 +215,12 @@
             log.appendFormat("  Layer Info:\n");
         }
 
+        const char* layerType = Properties::getRenderPipelineType() == RenderPipelineType::SkiaGL
+                ? "GlLayer" : "VkLayer";
         size_t layerMemoryTotal = 0;
         for (std::set<Layer*>::iterator it = renderState->mActiveLayers.begin();
              it != renderState->mActiveLayers.end(); it++) {
             const Layer* layer = *it;
-            const char* layerType = layer->getApi() == Layer::Api::OpenGL ? "GlLayer" : "VkLayer";
             log.appendFormat("    %s size %dx%d\n", layerType, layer->getWidth(),
                              layer->getHeight());
             layerMemoryTotal += layer->getWidth() * layer->getHeight() * 4;