Remove slices from buffers
* code no longer required, as it will be handled in vrcore
Bug: 38076195
Test: Manually ran testing
Change-Id: Id28918a3bf73b99cbb57aad4c21251b7a9623074
diff --git a/libs/vr/libdisplay/graphics.cpp b/libs/vr/libdisplay/graphics.cpp
index f0e37f8..58a906e 100644
--- a/libs/vr/libdisplay/graphics.cpp
+++ b/libs/vr/libdisplay/graphics.cpp
@@ -809,8 +809,7 @@
// so that anyone who tries to bind an FBO to context->texture_id
// will not get an incomplete buffer.
context->current_buffer = context->buffer_queue->Dequeue();
- LOG_ALWAYS_FATAL_IF(context->gl.texture_count !=
- context->current_buffer->buffer()->slice_count());
+ LOG_ALWAYS_FATAL_IF(context->gl.texture_count != 1);
for (int i = 0; i < context->gl.texture_count; ++i) {
glBindTexture(context->gl.texture_target_type, context->gl.texture_id[i]);
glEGLImageTargetTexture2DOES(context->gl.texture_target_type,
@@ -1277,8 +1276,7 @@
float32x4_t is_late_latch = DVR_POSE_LATE_LATCH;
if (render_pose_orientation[0] != is_late_latch[0]) {
volatile DisplaySurfaceMetadata* data = graphics_context->surface_metadata;
- uint32_t buffer_index =
- graphics_context->current_buffer->surface_buffer_index();
+ uint32_t buffer_index = 0;
ALOGE_IF(TRACE, "write pose index %d %f %f", buffer_index,
render_pose_orientation[0], render_pose_orientation[1]);
data->orientation[buffer_index] = render_pose_orientation;