Enable Universal Bandwidth Compression for textures

We removed texture compression for VR display surfaces, which introduced memory
bandwidth issues on some QC platforms.

This patch reintroduces texture compression for QC devices compatible with
both gralloc0/gralloc1 implementations.

Bug: 36370337
Test: Validate VR comes up
Change-Id: Ieaaa56f67522c85913476ed0d8da04f8eedbce63
diff --git a/libs/vr/libdisplay/graphics.cpp b/libs/vr/libdisplay/graphics.cpp
index c2fbb8b..3713389 100644
--- a/libs/vr/libdisplay/graphics.cpp
+++ b/libs/vr/libdisplay/graphics.cpp
@@ -27,6 +27,7 @@
 #include <private/dvr/sensor_constants.h>
 #include <private/dvr/video_mesh_surface_client.h>
 #include <private/dvr/vsync_client.h>
+#include <private/dvr/platform_defines.h>
 
 #include <android/native_window.h>
 
@@ -43,8 +44,10 @@
 
 namespace {
 
+// TODO(urbanus): revisit once we have per-platform usage config in place.
 constexpr int kDefaultDisplaySurfaceUsage =
-    GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
+    GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE |
+    GRALLOC_USAGE_QCOM_FRAMEBUFFER_COMPRESSION;
 constexpr int kDefaultDisplaySurfaceFormat = HAL_PIXEL_FORMAT_RGBA_8888;
 // TODO(alexst): revisit this count when HW encode is available for casting.
 constexpr int kDefaultBufferCount = 4;