Encapsulate textures into their own Texture class

the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.

Bug: 8679321

Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
diff --git a/services/surfaceflinger/RenderEngine/Program.cpp b/services/surfaceflinger/RenderEngine/Program.cpp
index 586d1ad..c5691d7 100644
--- a/services/surfaceflinger/RenderEngine/Program.cpp
+++ b/services/surfaceflinger/RenderEngine/Program.cpp
@@ -129,7 +129,7 @@
 
     if (mSamplerLoc >= 0) {
         glUniform1i(mSamplerLoc, 0);
-        glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTextureMatrix);
+        glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix());
     }
     if (mAlphaPlaneLoc >= 0) {
         glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);