Use ui::LayerStack

Bug: 182939859
Test: Build
Change-Id: I4658471996939713a6330a9c4a7d05cf4c91833a
diff --git a/libs/input/SpriteController.cpp b/libs/input/SpriteController.cpp
index acd8bce..12c6a32 100644
--- a/libs/input/SpriteController.cpp
+++ b/libs/input/SpriteController.cpp
@@ -169,7 +169,8 @@
 
         // If surface is a new one, we have to set right layer stack.
         if (update.surfaceChanged || update.state.dirty & DIRTY_DISPLAY_ID) {
-            t.setLayerStack(update.state.surfaceControl, update.state.displayId);
+            t.setLayerStack(update.state.surfaceControl,
+                            ui::LayerStack::fromValue(update.state.displayId));
             needApplyTransaction = true;
         }
     }