Support shadows on the root RenderNode

bug:13211941

Cleans up some of the RenderNode method naming

Also removes unnecessary clip/save/restores, clipping shadows
predictably, as drawn by the parent, before drawing (and clipping,
etc.) the shadow casting child.

Change-Id: I795115e1fb869bbbdd7be43e279b97490fecc7e0
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 619f331..125dfda 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1924,14 +1924,14 @@
         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
             status = startFrame();
             ReplayStateStruct replayStruct(*this, dirty, replayFlags);
-            displayList->replay(replayStruct, 0);
+            displayList->replayNodeTree(replayStruct);
             return status | replayStruct.mDrawGlStatus;
         }
 
         bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
         DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
         DeferStateStruct deferStruct(deferredList, *this, replayFlags);
-        displayList->defer(deferStruct, 0);
+        displayList->deferNodeTree(deferStruct);
 
         flushLayers();
         status = startFrame();