Wire SKSL based stretch shader to HWUI

--Ported SKSL based stretch shader from OpenGL prototype
--Hooked up the stretch APIs in RenderNode to the stretch
shader.
--Updated RenderNode layer logic to promote the RenderNode to
a layer if there is a stretch to be applied to it in order
to feed the layer as input to the stretch shader

Bug: 179047472
Test: builds + sample overscroll stretches + updated CTS test
Change-Id: I744ff70099fe251ce07f23d067bf13444a468c08
diff --git a/tests/HwAccelerationTest/AndroidManifest.xml b/tests/HwAccelerationTest/AndroidManifest.xml
index 62ccb1a0..6bf4492 100644
--- a/tests/HwAccelerationTest/AndroidManifest.xml
+++ b/tests/HwAccelerationTest/AndroidManifest.xml
@@ -771,6 +771,24 @@
             </intent-filter>
         </activity>
 
+        <activity android:name="StretchShaderActivity"
+                  android:label="RenderEffect/Stretch"
+                  android:exported="true">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN"/>
+                <category android:name="com.android.test.hwui.TEST"/>
+            </intent-filter>
+        </activity>
+
+        <activity android:name="EdgeEffectStretchActivity"
+                  android:label="RenderEffect/EdgeEffect stretch"
+                  android:exported="true">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN"/>
+                <category android:name="com.android.test.hwui.TEST"/>
+            </intent-filter>
+        </activity>
+
         <activity android:name="TextActivity"
              android:label="Text/Simple Text"
              android:theme="@android:style/Theme.NoTitleBar"