Glop support for custom textured UVs, simplify drawBitmap(src,dst)

Front load the scaling-to-support-shaders to record time.

Change-Id: I861c82d9d16d3c5e063cf87230127eed0b3f9b54
diff --git a/libs/hwui/GlopBuilder.h b/libs/hwui/GlopBuilder.h
index cbdd0cd..5a8354d 100644
--- a/libs/hwui/GlopBuilder.h
+++ b/libs/hwui/GlopBuilder.h
@@ -40,6 +40,7 @@
 
     GlopBuilder& setMeshUnitQuad();
     GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
+    GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
     GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
     GlopBuilder& setMeshIndexedQuads(void* vertexData, int quadCount);
     GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount