Don't cache framebuffer images for screenshots.

Screenshots always create a new GraphicBuffer, so they shouldn't be
cached since they'll never be redrawn to.

Bug: 129072814
Test: systrace
Change-Id: I116444804b80fbdacf5b8f8ef23f943032b3b777
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index 8c8f308..cbde5f4 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -83,14 +83,16 @@
     bool supportsProtectedContent() const override;
     bool useProtectedContext(bool useProtectedContext) override;
     status_t drawLayers(const DisplaySettings& display, const std::vector<LayerSettings>& layers,
-                        ANativeWindowBuffer* buffer, base::unique_fd&& bufferFence,
-                        base::unique_fd* drawFence) EXCLUDES(mRenderingMutex) override;
+                        ANativeWindowBuffer* buffer, const bool useFramebufferCache,
+                        base::unique_fd&& bufferFence, base::unique_fd* drawFence)
+            EXCLUDES(mRenderingMutex) override;
 
     // internal to RenderEngine
     EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
     EGLConfig getEGLConfig() const { return mEGLConfig; }
     // Creates an output image for rendering to
-    EGLImageKHR createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer, bool isProtected);
+    EGLImageKHR createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer, bool isProtected,
+                                               bool useFramebufferCache);
 
     // Test-only methods
     // Returns true iff mImageCache contains an image keyed by bufferId