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);