Use path intersection instead of saveLayer+mesh to mask projected ripples

bug:14297149

SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.

This removes the last semi-secret, saveLayer from the projected
ripple implementation.

Also fixes the HW test app to correctly demonstrate this projection
masking behavior.

Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.

Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 218818d..8dae82c 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -399,6 +399,7 @@
     void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
     void setClippingRoundRect(LinearAllocator& allocator,
             const Rect& rect, float radius, bool highPriority = true);
+    void setProjectionPathMask(LinearAllocator& allocator, const SkPath* path);
 
     inline bool hasRectToRectTransform() const { return mState.hasRectToRectTransform(); }
     inline const mat4* currentTransform() const { return mState.currentTransform(); }