Calling glCheckFramebufferStatus on the guest all the time

Remove all the dependency to glCheckFramebufferStatus_enc, which will
send the call to the host.

Test: Run the emulator. No glCheckFramebufferStatus encode in the guest perfetto trace.
Change-Id: I1a623a0784909dd18aec917c9b7d5b5bc0a8b914
diff --git a/system/GLESv2_enc/GL2Encoder.cpp b/system/GLESv2_enc/GL2Encoder.cpp
index db65fb0..4640e70 100755
--- a/system/GLESv2_enc/GL2Encoder.cpp
+++ b/system/GLESv2_enc/GL2Encoder.cpp
@@ -1463,7 +1463,7 @@
 
     if (!has_client_vertex_arrays && !has_indirect_arrays) {
         // ALOGW("glDrawElements: no vertex arrays / buffers bound to the command\n");
-        GLenum status = ctx->m_glCheckFramebufferStatus_enc(self, GL_FRAMEBUFFER);
+        GLenum status = ctx->glCheckFramebufferStatus(self, GL_FRAMEBUFFER);
         SET_ERROR_IF(status != GL_FRAMEBUFFER_COMPLETE, GL_INVALID_FRAMEBUFFER_OPERATION);
     }
 
@@ -1580,7 +1580,7 @@
 
     if (!has_client_vertex_arrays && !has_indirect_arrays) {
         // ALOGW("glDrawElements: no vertex arrays / buffers bound to the command\n");
-        GLenum status = ctx->m_glCheckFramebufferStatus_enc(self, GL_FRAMEBUFFER);
+        GLenum status = ctx->glCheckFramebufferStatus(self, GL_FRAMEBUFFER);
         SET_ERROR_IF(status != GL_FRAMEBUFFER_COMPLETE, GL_INVALID_FRAMEBUFFER_OPERATION);
     }
 
@@ -4581,7 +4581,7 @@
 
     if (!has_client_vertex_arrays && !has_indirect_arrays) {
         // ALOGW("glDrawElements: no vertex arrays / buffers bound to the command\n");
-        GLenum status = ctx->m_glCheckFramebufferStatus_enc(self, GL_FRAMEBUFFER);
+        GLenum status = ctx->glCheckFramebufferStatus(self, GL_FRAMEBUFFER);
         SET_ERROR_IF(status != GL_FRAMEBUFFER_COMPLETE, GL_INVALID_FRAMEBUFFER_OPERATION);
     }
 
@@ -4674,7 +4674,7 @@
 
     if (!has_client_vertex_arrays && !has_indirect_arrays) {
         // ALOGW("glDrawElements: no vertex arrays / buffers bound to the command\n");
-        GLenum status = ctx->m_glCheckFramebufferStatus_enc(self, GL_FRAMEBUFFER);
+        GLenum status = ctx->glCheckFramebufferStatus(self, GL_FRAMEBUFFER);
         SET_ERROR_IF(status != GL_FRAMEBUFFER_COMPLETE, GL_INVALID_FRAMEBUFFER_OPERATION);
     }