Revert "SurfaceFlinger: setGeometryAppliesWithResize crop latching fixes."

This reverts commit 1e079c2804edfae77925150280fe79418e58750b.

Bug: 38331032
Change-Id: Ib703b7b80a940550487a80d8ad62947e4becae93
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 513ddff..9f45435 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -169,64 +169,25 @@
     // the this layer's size and format
     status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
 
-    // ------------------------------------------------------------------------
-    // Geometry setting functions.
-    //
-    // The following group of functions are used to specify the layers
-    // bounds, and the mapping of the texture on to those bounds. According
-    // to various settings changes to them may apply immediately, or be delayed until
-    // a pending resize is completed by the producer submitting a buffer. For example
-    // if we were to change the buffer size, and update the matrix ahead of the
-    // new buffer arriving, then we would be stretching the buffer to a different
-    // aspect before and after the buffer arriving, which probably isn't what we wanted.
-    //
-    // The first set of geometry functions are controlled by the scaling mode, described
-    // in window.h. The scaling mode may be set by the client, as it submits buffers.
-    // This value may be overriden through SurfaceControl, with setOverrideScalingMode.
-    //
-    // Put simply, if our scaling mode is SCALING_MODE_FREEZE, then
-    // matrix updates will not be applied while a resize is pending
-    // and the size and transform will remain in their previous state
-    // until a new buffer is submitted. If the scaling mode is another value
-    // then the old-buffer will immediately be scaled to the pending size
-    // and the new matrix will be immediately applied following this scaling
-    // transformation.
+    // modify current state
 
-    // Set the default buffer size for the assosciated Producer, in pixels. This is
-    // also the rendered size of the layer prior to any transformations. Parent
-    // or local matrix transformations will not affect the size of the buffer,
-    // but may affect it's on-screen size or clipping.
-    bool setSize(uint32_t w, uint32_t h);
-    // Set a 2x2 transformation matrix on the layer. This transform
-    // will be applied after parent transforms, but before any final
-    // producer specified transform.
-    bool setMatrix(const layer_state_t::matrix22_t& matrix);
-
-    // This second set of geometry attributes are controlled by
-    // setGeometryAppliesWithResize, and their default mode is to be
-    // immediate. If setGeometryAppliesWithResize is specified
-    // while a resize is pending, then update of these attributes will
-    // be delayed until the resize completes.
-    
-    // setPosition operates in parent buffer space (pre parent-transform) or display
-    // space for top-level layers.
+    // These members of state (position, crop, and finalCrop)
+    // may be updated immediately or have the update delayed
+    // until a pending surface resize completes (if applicable).
     bool setPosition(float x, float y, bool immediate);
-    // Buffer space
     bool setCrop(const Rect& crop, bool immediate);
-    // Parent buffer space/display space
     bool setFinalCrop(const Rect& crop, bool immediate);
 
-    // TODO(b/38182121): Could we eliminate the various latching modes by
-    // using the layer hierarchy?
-    // -----------------------------------------------------------------------
     bool setLayer(int32_t z);
     bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ);
 
+    bool setSize(uint32_t w, uint32_t h);
 #ifdef USE_HWC2
     bool setAlpha(float alpha);
 #else
     bool setAlpha(uint8_t alpha);
 #endif
+    bool setMatrix(const layer_state_t::matrix22_t& matrix);
     bool setTransparentRegionHint(const Region& transparent);
     bool setFlags(uint8_t flags, uint8_t mask);
     bool setLayerStack(uint32_t layerStack);
@@ -793,7 +754,7 @@
     bool mUpdateTexImageFailed; // This is only accessed on the main thread.
 
     bool mAutoRefresh;
-    bool mFreezeGeometryUpdates;
+    bool mFreezePositionUpdates;
 
     // Child list about to be committed/used for editing.
     LayerVector mCurrentChildren;