Optimize drawBitmapMesh using TRIANGLE_STRIP

Draw BitmapMesh using STRIP instead of TRIANGLES.
Depending on where the bottleneck is located in the pipeline,
there is a potential for saving two-thirds of the time spent rendering.
The speedup is due to avoiding redundant operations,
i.e., mapping each vertex four times to texture and color attribute,
sending each vertex twice to the GPU, vertex processing of GPU ...

In this patch:
1. Refactoring mesh using Strip.
2. Batch triangles by adding extra vertexs at the start and end of rows.
3. Optimize computing positions of texture and color attribute.

Benchmark: Drawing Bitmap(1152x768 px) with 200x200 meshes
Performance: ~46% improvements (from 26.4 fps to 38.7 fps)
Memory: Reduce 80800 vertices with xy, uv, rgba data.

Change-Id: I08c5c20d981d88528ce7b02012feefae468d6ec4
Signed-off-by: kui.zheng <kui.zheng@arm.com>
Framework: add the scan_id parameter of the command SCAN

if a hidden AP is disabled by framework, wpa_supplicant will never
scan it, so add this parameter to tell wpa_supplicant to scan it.
This parameter contain all ID that should be scan.

CRs-Fixed: 685236
Change-Id: I1a70b2641eff0d1af78b09eeabb0ac84f115d8c6
Wifi: Fix 2 ip addresses issue

Invoking the function clearInterfaceAddresses to clear
the initial IP first when change the "IP Settings"
for the select AP.

Change-Id: I38f6614e66cc3cf8d84e03c19d2d4badb1b16108
CRs-Fixed: 683307