Expose android.graphics.RuntimeShader API

In addition to exposing the API to the SDK this CL expands the
number and type of APIs available to modify the uniforms. For
uniforms that resolve to the primitive types of 'float' or 'int'
there are five different entry points for each whose purpose is
twofold. First, these entry points map directly to the GLSL
types (e.g. float, vec2, vec3, vec4, float[]) that these uniforms
are bound to.  Second, for animations these uniforms can be updated
every frame and avoid unnecessary java array allocations was also
motivation for using this pattern instead of varargs.

Bug: 189102731
Test: atest CtsUiRenderingTestCases:RuntimeShaderTests
Change-Id: I4870acd7656095c9d413e708a3150c10134e8afd
3 files changed