[SurfaceFlinger] Refine expensive rendering trigger.

Previously we turned on expensive rendering when color mode is DISPLAY_P3
because wide color gamut implies V0_SCRGB dataspace with FP16 pixel format,
which can't be handled by hardware composer and it's also very expensive in GPU
composition. Now that DISPLAY_P3 color mode doesn't have this implication, we
should move the code to only trigger it if we hit GPU composition in DISPLAY_P3
color mode.

BUG: 114226412
Test: Build, flash and boot.
Test: Verify by modifying WCG to scRGB and checking GPU frequency.
Change-Id: Ia3d3c14574e9ac628497d2f9733e6dd84a2ed01d
diff --git a/services/surfaceflinger/tests/unittests/mock/DisplayHardware/MockPowerAdvisor.h b/services/surfaceflinger/tests/unittests/mock/DisplayHardware/MockPowerAdvisor.h
index dc6d83b..7c65f95 100644
--- a/services/surfaceflinger/tests/unittests/mock/DisplayHardware/MockPowerAdvisor.h
+++ b/services/surfaceflinger/tests/unittests/mock/DisplayHardware/MockPowerAdvisor.h
@@ -29,7 +29,7 @@
     PowerAdvisor();
     ~PowerAdvisor() override;
 
-    MOCK_METHOD2(setExpensiveRenderingExpected, void(hwc2_display_t displayId, bool expected));
+    MOCK_METHOD2(setExpensiveRenderingExpected, void(DisplayId displayId, bool expected));
 };
 
 } // namespace mock