More clean-up. Get rid off the "blur" effect in SurfaceFlinger

For multiple reason, this effect is not maintainable and was never
used due to its abysmal performance. it'll be resurected when it can be
implemented efficiently.

Change-Id: Id4222c9b86c629275cdec18873ef07be8723b6d2
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 09b084e..7980dfa 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -47,7 +47,6 @@
 #include "clz.h"
 #include "GLExtensions.h"
 #include "Layer.h"
-#include "LayerBlur.h"
 #include "LayerDim.h"
 #include "SurfaceFlinger.h"
 
@@ -1226,8 +1225,8 @@
             layer = normalLayer;
             break;
         case eFXSurfaceBlur:
-            layer = createBlurSurface(client, d, w, h, flags);
-            break;
+            // for now we treat Blur as Dim, until we can implement it
+            // efficiently.
         case eFXSurfaceDim:
             layer = createDimSurface(client, d, w, h, flags);
             break;
@@ -1291,15 +1290,6 @@
     return layer;
 }
 
-sp<LayerBlur> SurfaceFlinger::createBlurSurface(
-        const sp<Client>& client, DisplayID display,
-        uint32_t w, uint32_t h, uint32_t flags)
-{
-    sp<LayerBlur> layer = new LayerBlur(this, display, client);
-    layer->initStates(w, h, flags);
-    return layer;
-}
-
 sp<LayerDim> SurfaceFlinger::createDimSurface(
         const sp<Client>& client, DisplayID display,
         uint32_t w, uint32_t h, uint32_t flags)