Remove minLayer and maxLayer from screenshot code.

When taking a full display screenshot, there's no longer a need for min
and max layer. Instead, the entire display will be screenshotted. If
only some layers should be screenshotted, then use the captureLayers method
instead. This was already the case for real code, but required some
clean up in Transaction_test

Test: Transaction_test
Change-Id: I774357b284ca9e026097f79fb7146e4931fa629a
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index f17710e..f218664 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -5199,8 +5199,8 @@
 
 status_t SurfaceFlinger::captureScreen(const sp<IBinder>& displayToken,
                                        sp<GraphicBuffer>* outBuffer, Rect sourceCrop,
-                                       uint32_t reqWidth, uint32_t reqHeight, int32_t minLayerZ,
-                                       int32_t maxLayerZ, bool useIdentityTransform,
+                                       uint32_t reqWidth, uint32_t reqHeight,
+                                       bool useIdentityTransform,
                                        ISurfaceComposer::Rotation rotation) {
     ATRACE_CALL();
 
@@ -5230,7 +5230,7 @@
     DisplayRenderArea renderArea(display, sourceCrop, reqWidth, reqHeight, renderAreaRotation);
 
     auto traverseLayers = std::bind(std::mem_fn(&SurfaceFlinger::traverseLayersInDisplay), this,
-                                    display, minLayerZ, maxLayerZ, std::placeholders::_1);
+                                    display, std::placeholders::_1);
     return captureScreenCommon(renderArea, traverseLayers, outBuffer, useIdentityTransform);
 }
 
@@ -5562,19 +5562,14 @@
 }
 
 void SurfaceFlinger::traverseLayersInDisplay(const sp<const DisplayDevice>& display,
-                                             int32_t minLayerZ, int32_t maxLayerZ,
                                              const LayerVector::Visitor& visitor) {
     // We loop through the first level of layers without traversing,
-    // as we need to interpret min/max layer Z in the top level Z space.
+    // as we need to determine which layers belong to the requested display.
     for (const auto& layer : mDrawingState.layersSortedByZ) {
         if (!layer->belongsToDisplay(display->getLayerStack(), false)) {
             continue;
         }
-        const Layer::State& state(layer->getDrawingState());
         // relative layers are traversed in Layer::traverseInZOrder
-        if (state.zOrderRelativeOf != nullptr || state.z < minLayerZ || state.z > maxLayerZ) {
-            continue;
-        }
         layer->traverseInZOrder(LayerVector::StateSet::Drawing, [&](Layer* layer) {
             if (!layer->belongsToDisplay(display->getLayerStack(), false)) {
                 return;