Refactor HardwareLayer

 Defer all the things!
 Groundwork to allow hardware layers to work in a renderthread world

Change-Id: Ib3aa47525f393083621254a743dbaa6352f933bd
diff --git a/libs/hwui/LayerRenderer.h b/libs/hwui/LayerRenderer.h
index f24c8d4..84acd44 100644
--- a/libs/hwui/LayerRenderer.h
+++ b/libs/hwui/LayerRenderer.h
@@ -52,8 +52,8 @@
     virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
     virtual void finish();
 
-    ANDROID_API static Layer* createTextureLayer(bool isOpaque);
-    ANDROID_API static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
+    ANDROID_API static Layer* createTextureLayer();
+    ANDROID_API static Layer* createRenderLayer(uint32_t width, uint32_t height);
     ANDROID_API static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
     ANDROID_API static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
             bool isOpaque, GLenum renderTarget, float* transform);