Use layered version of graphic buffer allocation calls.

Allocators now require a layer count, but in these cases we can
assume that a single layer is sufficient, since that's what they
effectively do now.

Bug: 31686534
Test: manual
Change-Id: Ic22f56f8dbbf5bca01ad21421d12faac95783de7
diff --git a/services/camera/libcameraservice/device3/Camera3BufferManager.cpp b/services/camera/libcameraservice/device3/Camera3BufferManager.cpp
index 1f01144..5a5d7b7 100644
--- a/services/camera/libcameraservice/device3/Camera3BufferManager.cpp
+++ b/services/camera/libcameraservice/device3/Camera3BufferManager.cpp
@@ -221,7 +221,8 @@
             status_t res = OK;
             buffer.fenceFd = -1;
             buffer.graphicBuffer = mAllocator->createGraphicBuffer(
-                    info.width, info.height, info.format, info.combinedUsage, &res);
+                    info.width, info.height, info.format, 1 /* layerCount */,
+                    info.combinedUsage, &res);
             ALOGV("%s: allocating a new graphic buffer (%dx%d, format 0x%x) %p with handle %p",
                     __FUNCTION__, info.width, info.height, info.format,
                     buffer.graphicBuffer.get(), buffer.graphicBuffer->handle);