TextureView Vulkan support and optimized OpenGL draw

Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.

Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
diff --git a/libs/hwui/Layer.cpp b/libs/hwui/Layer.cpp
index fb8f033..f59a2e6 100644
--- a/libs/hwui/Layer.cpp
+++ b/libs/hwui/Layer.cpp
@@ -17,17 +17,17 @@
 #include "Layer.h"
 
 #include "renderstate/RenderState.h"
+#include "utils/Color.h"
 
 #include <SkToSRGBColorFilter.h>
 
 namespace android {
 namespace uirenderer {
 
-Layer::Layer(RenderState& renderState, Api api, sk_sp<SkColorFilter> colorFilter, int alpha,
-             SkBlendMode mode)
+Layer::Layer(RenderState& renderState, sk_sp<SkColorFilter> colorFilter, int alpha,
+        SkBlendMode mode)
         : GpuMemoryTracker(GpuObjectType::Layer)
         , mRenderState(renderState)
-        , mApi(api)
         , mColorFilter(colorFilter)
         , alpha(alpha)
         , mode(mode) {
@@ -36,6 +36,8 @@
     incStrong(nullptr);
     buildColorSpaceWithFilter();
     renderState.registerLayer(this);
+    texTransform.setIdentity();
+    transform.setIdentity();
 }
 
 Layer::~Layer() {