We push a bit up the tree during preroll to learn whether there system
composited layers below each layer. During update scene, we squash down
to paint tasks, which we execute after publishing the new scene.
Instead, make Layer::Paint take a new PaintContext that has just exactly
the state that it needs, mirroring PrerollContext. Also, rename
PaintContext to CompositorContext because it holds the context for the
whole compositor.