DO NOT MERGE: revert HWC2 changes

The changes are causing some issues with multi-window use cases.

Fixes: 64491794
Test: test gmail compose in multi-window + show taps enabled

Change-Id: I0b0a3f351ed48f81db89a71c78bf17bab8cb2acf
Signed-off-by: Adrian Salido <salidoa@google.com>
diff --git a/glworker.cpp b/glworker.cpp
index e12995e..6ce2de3 100644
--- a/glworker.cpp
+++ b/glworker.cpp
@@ -35,10 +35,14 @@
 #include <utils/Trace.h>
 
 #include "drmdisplaycomposition.h"
-#include "platform.h"
 
 #include "glworker.h"
 
+// TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
+#ifndef EGL_NATIVE_HANDLE_ANDROID_NVX
+#define EGL_NATIVE_HANDLE_ANDROID_NVX 0x322A
+#endif
+
 #define MAX_OVERLAPPING_LAYERS 64
 
 namespace android {
@@ -412,9 +416,10 @@
 
 static int CreateTextureFromHandle(EGLDisplay egl_display,
                                    buffer_handle_t handle,
-                                   Importer *importer,
                                    AutoEGLImageAndGLTexture *out) {
-  EGLImageKHR image = importer->ImportImage(egl_display, handle);
+  EGLImageKHR image = eglCreateImageKHR(
+      egl_display, EGL_NO_CONTEXT, EGL_NATIVE_HANDLE_ANDROID_NVX,
+      (EGLClientBuffer)handle, NULL /* no attribs */);
 
   if (image == EGL_NO_IMAGE_KHR) {
     ALOGE("Failed to make image %s %p", GetEGLError(), handle);
@@ -547,8 +552,7 @@
 int GLWorkerCompositor::Composite(DrmHwcLayer *layers,
                                   DrmCompositionRegion *regions,
                                   size_t num_regions,
-                                  const sp<GraphicBuffer> &framebuffer,
-                                  Importer *importer) {
+                                  const sp<GraphicBuffer> &framebuffer) {
   ATRACE_CALL();
   int ret = 0;
   std::vector<AutoEGLImageAndGLTexture> layer_textures;
@@ -586,7 +590,7 @@
       continue;
 
     ret = CreateTextureFromHandle(egl_display_, layer->get_usable_handle(),
-                                  importer, &layer_textures.back());
+                                  &layer_textures.back());
 
     if (!ret) {
       ret = EGLFenceWait(egl_display_, layer->acquire_fence.Release());