Remove LayerRenderer.

There is only one caller each for the static functions here so this
CL moves the logic to the caller.  Also by moving some of the code
into the pipeline it makes it easier for future changes to configure
how a pipeline handles a layer.

Change-Id: Ib735b5154325cbb658fd151f7a19dbf434ab44b7
diff --git a/libs/hwui/DeferredLayerUpdater.cpp b/libs/hwui/DeferredLayerUpdater.cpp
index f13cb8d..c42ff1a 100644
--- a/libs/hwui/DeferredLayerUpdater.cpp
+++ b/libs/hwui/DeferredLayerUpdater.cpp
@@ -15,7 +15,6 @@
  */
 #include "DeferredLayerUpdater.h"
 
-#include "LayerRenderer.h"
 #include "renderthread/EglManager.h"
 #include "renderthread/RenderTask.h"
 #include "utils/PaintUtils.h"
@@ -29,8 +28,8 @@
         , mNeedsGLContextAttach(false)
         , mUpdateTexImage(false)
         , mLayer(layer) {
-    mWidth = mLayer->layer.getWidth();
-    mHeight = mLayer->layer.getHeight();
+    mWidth = mLayer->getWidth();
+    mHeight = mLayer->getHeight();
     mBlend = mLayer->isBlend();
     mColorFilter = SkSafeRef(mLayer->getColorFilter());
     mAlpha = mLayer->getAlpha();
@@ -107,8 +106,22 @@
         LOG_ALWAYS_FATAL_IF(renderTarget != GL_TEXTURE_2D && renderTarget != GL_TEXTURE_EXTERNAL_OES,
                 "doUpdateTexImage target %x, 2d %x, EXT %x",
                 renderTarget, GL_TEXTURE_2D, GL_TEXTURE_EXTERNAL_OES);
-        LayerRenderer::updateTextureLayer(mLayer, mWidth, mHeight,
-                !mBlend, forceFilter, renderTarget, transform);
+        updateLayer(forceFilter, renderTarget, transform);
+    }
+}
+
+void DeferredLayerUpdater::updateLayer(bool forceFilter, GLenum renderTarget,
+        const float* textureTransform) {
+    mLayer->setBlend(mBlend);
+    mLayer->setForceFilter(forceFilter);
+    mLayer->setSize(mWidth, mHeight);
+    mLayer->getTexTransform().load(textureTransform);
+
+    if (renderTarget != mLayer->getRenderTarget()) {
+        mLayer->setRenderTarget(renderTarget);
+        mLayer->bindTexture();
+        mLayer->setFilter(GL_NEAREST, false, true);
+        mLayer->setWrap(GL_CLAMP_TO_EDGE, false, true);
     }
 }