Remove LayerRenderer.

There is only one caller each for the static functions here so this
CL moves the logic to the caller.  Also by moving some of the code
into the pipeline it makes it easier for future changes to configure
how a pipeline handles a layer.

Change-Id: Ib735b5154325cbb658fd151f7a19dbf434ab44b7
diff --git a/libs/hwui/tests/common/TestUtils.cpp b/libs/hwui/tests/common/TestUtils.cpp
index 930067a..5b9b003 100644
--- a/libs/hwui/tests/common/TestUtils.cpp
+++ b/libs/hwui/tests/common/TestUtils.cpp
@@ -18,9 +18,9 @@
 
 #include "hwui/Paint.h"
 #include "DeferredLayerUpdater.h"
-#include "LayerRenderer.h"
 
 #include <renderthread/EglManager.h>
+#include <renderthread/OpenGLPipeline.h>
 #include <utils/Unicode.h>
 
 namespace android {
@@ -46,20 +46,14 @@
 sp<DeferredLayerUpdater> TestUtils::createTextureLayerUpdater(
         renderthread::RenderThread& renderThread, uint32_t width, uint32_t height,
         const SkMatrix& transform) {
-    Layer* layer = LayerRenderer::createTextureLayer(renderThread.renderState());
-    layer->getTransform().load(transform);
-
-    sp<DeferredLayerUpdater> layerUpdater = new DeferredLayerUpdater(layer);
+    renderthread::OpenGLPipeline pipeline(renderThread);
+    sp<DeferredLayerUpdater> layerUpdater = pipeline.createTextureLayer();
+    layerUpdater->backingLayer()->getTransform().load(transform);
     layerUpdater->setSize(width, height);
     layerUpdater->setTransform(&transform);
 
     // updateLayer so it's ready to draw
-    bool isOpaque = true;
-    bool forceFilter = true;
-    GLenum renderTarget = GL_TEXTURE_EXTERNAL_OES;
-    LayerRenderer::updateTextureLayer(layer, width, height, isOpaque, forceFilter,
-    renderTarget, Matrix4::identity().data);
-
+    layerUpdater->updateLayer(true, GL_TEXTURE_EXTERNAL_OES, Matrix4::identity().data);
     return layerUpdater;
 }
 
@@ -114,17 +108,12 @@
 void TestUtils::TestTask::run() {
     // RenderState only valid once RenderThread is running, so queried here
     renderthread::RenderThread& renderThread = renderthread::RenderThread::getInstance();
-    bool hasEglContext = renderThread.eglManager().hasEglContext();
-    RenderState& renderState = renderThread.renderState();
-    if (!hasEglContext) {
-        renderState.onGLContextCreated();
-    }
+    renderThread.eglManager().initialize();
 
     rtCallback(renderThread);
-    if (!hasEglContext) {
-        renderState.flush(Caches::FlushMode::Full);
-        renderState.onGLContextDestroyed();
-    }
+
+    renderThread.renderState().flush(Caches::FlushMode::Full);
+    renderThread.eglManager().destroy();
 }
 
 std::unique_ptr<uint16_t[]> TestUtils::asciiToUtf16(const char* str) {