Remove legacy layer states!

Remove all the unused layer states. Buffer info, frame rate and a few
lingering states remain. But the intention is to completely remove the
legacy layer class and prevent it from being a catch all super class again.

Flag: EXEMPT flag removal
Bug: 330785038
Test: presubmit
Change-Id: I8ce0bf0b0bcc7c69c7d397d0ffb1639a6dc4979a
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 1e4f2dc..9caa20c 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -43,9 +43,7 @@
 #include <scheduler/Fps.h>
 #include <scheduler/Seamlessness.h>
 
-#include <chrono>
 #include <cstdint>
-#include <list>
 #include <optional>
 #include <vector>
 
@@ -56,7 +54,6 @@
 #include "LayerVector.h"
 #include "Scheduler/LayerInfo.h"
 #include "SurfaceFlinger.h"
-#include "Tracing/LayerTracing.h"
 #include "TransactionCallbackInvoker.h"
 
 using namespace android::surfaceflinger;
@@ -97,42 +94,15 @@
         eInputInfoChanged = 0x00000004
     };
 
-    struct Geometry {
-        uint32_t w;
-        uint32_t h;
-        ui::Transform transform;
-
-        inline bool operator==(const Geometry& rhs) const {
-            return (w == rhs.w && h == rhs.h) && (transform.tx() == rhs.transform.tx()) &&
-                    (transform.ty() == rhs.transform.ty());
-        }
-        inline bool operator!=(const Geometry& rhs) const { return !operator==(rhs); }
-    };
-
     using FrameRate = scheduler::LayerInfo::FrameRate;
     using FrameRateCompatibility = scheduler::FrameRateCompatibility;
     using FrameRateSelectionStrategy = scheduler::LayerInfo::FrameRateSelectionStrategy;
 
     struct State {
-        int32_t z;
-        ui::LayerStack layerStack;
-        uint32_t flags;
         int32_t sequence; // changes when visible regions can change
-        bool modified;
         // Crop is expressed in layer space coordinate.
         Rect crop;
         LayerMetadata metadata;
-        // If non-null, a Surface this Surface's Z-order is interpreted relative to.
-        wp<Layer> zOrderRelativeOf;
-        bool isRelativeOf{false};
-
-        // A list of surfaces whose Z-order is interpreted relative to ours.
-        SortedVector<wp<Layer>> zOrderRelatives;
-        half4 color;
-        float cornerRadius;
-        int backgroundBlurRadius;
-        gui::WindowInfo inputInfo;
-        wp<Layer> touchableRegionCrop;
 
         ui::Dataspace dataspace;
 
@@ -154,52 +124,18 @@
         std::shared_ptr<renderengine::ExternalTexture> buffer;
         sp<Fence> acquireFence;
         std::shared_ptr<FenceTime> acquireFenceTime;
-        HdrMetadata hdrMetadata;
-        Region surfaceDamageRegion;
-        int32_t api;
         sp<NativeHandle> sidebandStream;
         mat4 colorTransform;
-        bool hasColorTransform;
-        // pointer to background color layer that, if set, appears below the buffer state layer
-        // and the buffer state layer's children.  Z order will be set to
-        // INT_MIN
-        sp<Layer> bgColorLayer;
 
         // The deque of callback handles for this frame. The back of the deque contains the most
         // recent callback handle.
         std::deque<sp<CallbackHandle>> callbackHandles;
-        bool colorSpaceAgnostic;
         nsecs_t desiredPresentTime = 0;
         bool isAutoTimestamp = true;
 
-        // Length of the cast shadow. If the radius is > 0, a shadow of length shadowRadius will
-        // be rendered around the layer.
-        float shadowRadius;
-
-        // Layer regions that are made of custom materials, like frosted glass
-        std::vector<BlurRegion> blurRegions;
-
-        // Priority of the layer assigned by Window Manager.
-        int32_t frameRateSelectionPriority;
-
-        // Default frame rate compatibility used to set the layer refresh rate votetype.
-        FrameRateCompatibility defaultFrameRateCompatibility;
-        FrameRate frameRate;
-
         // The combined frame rate of parents / children of this layer
         FrameRate frameRateForLayerTree;
 
-        FrameRateSelectionStrategy frameRateSelectionStrategy;
-
-        // Set by window manager indicating the layer and all its children are
-        // in a different orientation than the display. The hint suggests that
-        // the graphic producers should receive a transform hint as if the
-        // display was in this orientation. When the display changes to match
-        // the layer orientation, the graphic producer may not need to allocate
-        // a buffer of a different size. ui::Transform::ROT_INVALID means the
-        // a fixed transform hint is not set.
-        ui::Transform::RotationFlags fixedTransformHint;
-
         // The vsync info that was used to start the transaction
         FrameTimelineInfo frameTimelineInfo;
 
@@ -219,21 +155,12 @@
         // An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to
         // trigger a warning if the number of SurfaceFrames crosses the threshold.
         static constexpr uint32_t kStateSurfaceFramesThreshold = 25;
-
-        // Stretch effect to apply to this layer
-        StretchEffect stretchEffect;
-
-        // Whether or not this layer is a trusted overlay for input
-        bool isTrustedOverlay;
         Rect bufferCrop;
         Rect destinationFrame;
         sp<IBinder> releaseBufferEndpoint;
-        gui::DropInputMode dropInputMode;
         bool autoRefresh = false;
-        bool dimmingEnabled = true;
         float currentHdrSdrRatio = 1.f;
         float desiredHdrSdrRatio = -1.f;
-        gui::CachingHint cachingHint = gui::CachingHint::Enabled;
         int64_t latchedVsyncId = 0;
         bool useVsyncIdForRefreshRateSelection = false;
     };
@@ -245,15 +172,7 @@
     static void miniDumpHeader(std::string& result);
 
     // Provide unique string for each class type in the Layer hierarchy
-    virtual const char* getType() const { return "Layer"; }
-
-    // true if this layer is visible, false otherwise
-    virtual bool isVisible() const;
-
-    // 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);
+    const char* getType() const { return "Layer"; }
 
     // This second set of geometry attributes are controlled by
     // setGeometryAppliesWithResize, and their default mode is to be
@@ -261,49 +180,9 @@
     // 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.
-    bool setPosition(float x, float y);
     // Buffer space
     bool setCrop(const Rect& crop);
 
-    // TODO(b/38182121): Could we eliminate the various latching modes by
-    // using the layer hierarchy?
-    // -----------------------------------------------------------------------
-    virtual bool setLayer(int32_t z);
-    virtual bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ);
-
-    virtual bool setAlpha(float alpha);
-    bool setColor(const half3& /*color*/);
-
-    // Set rounded corner radius for this layer and its children.
-    //
-    // We only support 1 radius per layer in the hierarchy, where parent layers have precedence.
-    // The shape of the rounded corner rectangle is specified by the crop rectangle of the layer
-    // from which we inferred the rounded corner radius.
-    virtual bool setCornerRadius(float cornerRadius);
-    // When non-zero, everything below this layer will be blurred by backgroundBlurRadius, which
-    // is specified in pixels.
-    virtual bool setBackgroundBlurRadius(int backgroundBlurRadius);
-    virtual bool setBlurRegions(const std::vector<BlurRegion>& effectRegions);
-    bool setTransparentRegionHint(const Region& transparent);
-    virtual bool setTrustedOverlay(bool);
-    virtual bool setFlags(uint32_t flags, uint32_t mask);
-    virtual bool setLayerStack(ui::LayerStack);
-    virtual ui::LayerStack getLayerStack(
-            LayerVector::StateSet state = LayerVector::StateSet::Drawing) const;
-
-    virtual bool setMetadata(const LayerMetadata& data);
-    virtual void setChildrenDrawingParent(const sp<Layer>&);
-    virtual bool setColorTransform(const mat4& matrix);
-    virtual mat4 getColorTransform() const;
-    virtual bool hasColorTransform() const;
-    virtual bool isColorSpaceAgnostic() const { return mDrawingState.colorSpaceAgnostic; }
-    virtual bool isDimmingEnabled() const { return getDrawingState().dimmingEnabled; }
-    float getDesiredHdrSdrRatio() const { return getDrawingState().desiredHdrSdrRatio; }
-    float getCurrentHdrSdrRatio() const { return getDrawingState().currentHdrSdrRatio; }
-    gui::CachingHint getCachingHint() const { return getDrawingState().cachingHint; }
-
     bool setTransform(uint32_t /*transform*/);
     bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/);
     bool setBuffer(std::shared_ptr<renderengine::ExternalTexture>& /* buffer */,
@@ -314,111 +193,34 @@
     bool setDataspace(ui::Dataspace /*dataspace*/);
     bool setExtendedRangeBrightness(float currentBufferRatio, float desiredRatio);
     bool setDesiredHdrHeadroom(float desiredRatio);
-    bool setCachingHint(gui::CachingHint cachingHint);
-    bool setHdrMetadata(const HdrMetadata& /*hdrMetadata*/);
-    bool setSurfaceDamageRegion(const Region& /*surfaceDamage*/);
-    bool setApi(int32_t /*api*/);
     bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/,
                            const FrameTimelineInfo& /* info*/, nsecs_t /* postTime */,
                            gui::GameMode gameMode);
     bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& /*handles*/,
                                           bool willPresent);
-    virtual bool setColorSpaceAgnostic(const bool agnostic);
-    virtual bool setDimmingEnabled(const bool dimmingEnabled);
-    virtual bool setFixedTransformHint(ui::Transform::RotationFlags fixedTransformHint);
-    void setAutoRefresh(bool /* autoRefresh */);
-    bool setDropInputMode(gui::DropInputMode);
 
-    ui::Dataspace getDataSpace() const;
-
-    virtual bool isFrontBuffered() const;
-
-    virtual sp<LayerFE> getCompositionEngineLayerFE() const;
-    virtual sp<LayerFE> copyCompositionEngineLayerFE() const;
     sp<LayerFE> getCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
     sp<LayerFE> getOrCreateCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
 
-    const frontend::LayerSnapshot* getLayerSnapshot() const;
-    frontend::LayerSnapshot* editLayerSnapshot();
-    std::unique_ptr<frontend::LayerSnapshot> stealLayerSnapshot();
-    void updateLayerSnapshot(std::unique_ptr<frontend::LayerSnapshot> snapshot);
-
     // If we have received a new buffer this frame, we will pass its surface
     // damage down to hardware composer. Otherwise, we must send a region with
     // one empty rect.
-    void useSurfaceDamage();
-    void useEmptyDamage();
     Region getVisibleRegion(const DisplayDevice*) const;
     void updateLastLatchTime(nsecs_t latchtime);
 
     /*
-     * isOpaque - true if this surface is opaque
-     *
-     * This takes into account the buffer format (i.e. whether or not the
-     * pixel format includes an alpha channel) and the "opaque" flag set
-     * on the layer.  It does not examine the current plane alpha value.
-     */
-    bool isOpaque(const Layer::State&) const;
-
-    /*
-     * Returns whether this layer can receive input.
-     */
-    bool canReceiveInput() const;
-
-    /*
-     * Whether or not the layer should be considered visible for input calculations.
-     */
-    virtual bool isVisibleForInput() const {
-        // For compatibility reasons we let layers which can receive input
-        // receive input before they have actually submitted a buffer. Because
-        // of this we use canReceiveInput instead of isVisible to check the
-        // policy-visibility, ignoring the buffer state. However for layers with
-        // hasInputInfo()==false we can use the real visibility state.
-        // We are just using these layers for occlusion detection in
-        // InputDispatcher, and obviously if they aren't visible they can't occlude
-        // anything.
-        return hasInputInfo() ? canReceiveInput() : isVisible();
-    }
-
-    /*
      * isProtected - true if the layer may contain protected contents in the
      * GRALLOC_USAGE_PROTECTED sense.
      */
     bool isProtected() const;
-
-    /*
-     * isFixedSize - true if content has a fixed size
-     */
-    virtual bool isFixedSize() const { return true; }
-
     /*
      * usesSourceCrop - true if content should use a source crop
      */
     bool usesSourceCrop() const { return hasBufferOrSidebandStream(); }
 
-    // Most layers aren't created from the main thread, and therefore need to
-    // grab the SF state lock to access HWC, but ContainerLayer does, so we need
-    // to avoid grabbing the lock again to avoid deadlock
-    virtual bool isCreatedFromMainThread() const { return false; }
-
-    ui::Transform getActiveTransform(const Layer::State& s) const { return s.transform; }
-    Region getActiveTransparentRegion(const Layer::State& s) const {
-        return s.transparentRegionHint;
-    }
     Rect getCrop(const Layer::State& s) const { return s.crop; }
     bool needsFiltering(const DisplayDevice*) const;
 
-    // True if this layer requires filtering
-    // This method is distinct from needsFiltering() in how the filter
-    // requirement is computed. needsFiltering() compares displayFrame and crop,
-    // where as this method transforms the displayFrame to layer-stack space
-    // first. This method should be used if there is no physical display to
-    // project onto when taking screenshots, as the filtering requirements are
-    // different.
-    // If the parent transform needs to be undone when capturing the layer, then
-    // the inverse parent transform is also required.
-    bool needsFilteringForScreenshots(const DisplayDevice*, const ui::Transform&) const;
-
     // from graphics API
     static ui::Dataspace translateDataspace(ui::Dataspace dataspace);
     uint64_t mPreviousFrameNumber = 0;
@@ -437,8 +239,6 @@
      * operation, so this should be set only if needed). Typically this is used
      * to figure out if the content or size of a surface has changed.
      */
-    bool latchBuffer(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/);
-
     bool latchBufferImpl(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/,
                          bool bgColorOnly);
 
@@ -449,14 +249,6 @@
     bool willReleaseBufferOnLatch() const;
 
     /*
-     * Calls latchBuffer if the buffer has a frame queued and then releases the buffer.
-     * This is used if the buffer is just latched and releases to free up the buffer
-     * and will not be shown on screen.
-     * Should only be called on the main thread.
-     */
-    void latchAndReleaseBuffer();
-
-    /*
      * returns the rectangle that crops the content of the layer and scales it
      * to the layer's size.
      */
@@ -468,15 +260,6 @@
     uint32_t getBufferTransform() const;
 
     sp<GraphicBuffer> getBuffer() const;
-    const std::shared_ptr<renderengine::ExternalTexture>& getExternalTexture() const;
-
-    /*
-     * Returns if a frame is ready
-     */
-    bool hasReadyFrame() const;
-
-    virtual int32_t getQueuedFrameCount() const { return 0; }
-
     /**
      * Returns active buffer size in the correct orientation. Buffer size is determined by undoing
      * any buffer transformations. Returns Rect::INVALID_RECT if the layer has no buffer or the
@@ -484,33 +267,10 @@
      */
     Rect getBufferSize(const Layer::State&) const;
 
-    /**
-     * Returns the source bounds. If the bounds are not defined, it is inferred from the
-     * buffer size. Failing that, the bounds are determined from the passed in parent bounds.
-     * For the root layer, this is the display viewport size.
-     */
-    FloatRect computeSourceBounds(const FloatRect& parentBounds) const;
-    virtual FrameRate getFrameRateForLayerTree() const;
+    FrameRate getFrameRateForLayerTree() const;
 
     bool getTransformToDisplayInverse() const;
 
-    // Returns how rounded corners should be drawn for this layer.
-    // A layer can override its parent's rounded corner settings if the parent's rounded
-    // corner crop does not intersect with its own rounded corner crop.
-    virtual frontend::RoundedCornerState getRoundedCornerState() const;
-
-    bool hasRoundedCorners() const { return getRoundedCornerState().hasRoundedCorners(); }
-
-    PixelFormat getPixelFormat() const;
-    /**
-     * Return whether this layer needs an input info. We generate InputWindowHandles for all
-     * non-cursor buffered layers regardless of whether they have an InputChannel. This is to enable
-     * the InputDispatcher to do PID based occlusion detection.
-     */
-    bool needsInputInfo() const {
-        return (hasInputInfo() || hasBufferOrSidebandStream()) && !mPotentialCursor;
-    }
-
     // Implements RefBase.
     void onFirstRef() override;
 
@@ -521,17 +281,11 @@
         uint32_t mTransform{0};
         ui::Dataspace mDataspace{ui::Dataspace::UNKNOWN};
         Rect mCrop;
-        uint32_t mScaleMode{NATIVE_WINDOW_SCALING_MODE_FREEZE};
-        Region mSurfaceDamage;
-        HdrMetadata mHdrMetadata;
-        int mApi;
         PixelFormat mPixelFormat{PIXEL_FORMAT_NONE};
         bool mTransformToDisplayInverse{false};
-
         std::shared_ptr<renderengine::ExternalTexture> mBuffer;
         uint64_t mFrameNumber;
         sp<IBinder> mReleaseBufferEndpoint;
-
         bool mFrameLatencyNeeded{false};
         float mDesiredHdrSdrRatio = -1.f;
     };
@@ -539,8 +293,6 @@
     BufferInfo mBufferInfo;
     std::shared_ptr<gui::BufferReleaseChannel::ProducerEndpoint> mBufferReleaseChannel;
 
-    // implements compositionengine::LayerFE
-    const compositionengine::LayerFECompositionState* getCompositionState() const;
     bool fenceHasSignaled() const;
     void onPreComposition(nsecs_t refreshStartTime);
     void onLayerDisplayed(ftl::SharedFuture<FenceResult>, ui::LayerStack layerStack,
@@ -561,15 +313,6 @@
 
     const char* getDebugName() const;
 
-    bool setShadowRadius(float shadowRadius);
-
-    // Before color management is introduced, contents on Android have to be
-    // desaturated in order to match what they appears like visually.
-    // With color management, these contents will appear desaturated, thus
-    // needed to be saturated so that they match what they are designed for
-    // visually.
-    bool isLegacyDataSpace() const;
-
     uint32_t getTransactionFlags() const { return mTransactionFlags; }
 
     static bool computeTrustedPresentationState(const FloatRect& bounds,
@@ -592,14 +335,6 @@
     // Clears and returns the masked bits.
     uint32_t clearTransactionFlags(uint32_t mask);
 
-    FloatRect getBounds(const Region& activeTransparentRegion) const;
-    FloatRect getBounds() const;
-    Rect getInputBoundsInDisplaySpace(const FloatRect& insetBounds,
-                                      const ui::Transform& displayTransform);
-
-    // Compute bounds for the layer and cache the results.
-    void computeBounds(FloatRect parentBounds, ui::Transform parentTransform, float shadowRadius);
-
     int32_t getSequence() const { return sequence; }
 
     // For tracing.
@@ -610,90 +345,35 @@
     // only used within a single layer.
     uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; }
 
-    /*
-     * isSecure - true if this surface is secure, that is if it prevents
-     * screenshots or VNC servers. A surface can be set to be secure by the
-     * application, being secure doesn't mean the surface has DRM contents.
-     */
-    bool isSecure() const;
-
-    /*
-     * isHiddenByPolicy - true if this layer has been forced invisible.
-     * just because this is false, doesn't mean isVisible() is true.
-     * For example if this layer has no active buffer, it may not be hidden by
-     * policy, but it still can not be visible.
-     */
-    bool isHiddenByPolicy() const;
-
-    // True if the layer should be skipped in screenshots, screen recordings,
-    // and mirroring to external or virtual displays.
-    bool isInternalDisplayOverlay() const;
-
-    ui::LayerFilter getOutputFilter() const {
-        return {getLayerStack(), isInternalDisplayOverlay()};
-    }
-
-    perfetto::protos::LayerProto* writeToProto(perfetto::protos::LayersProto& layersProto,
-                                               uint32_t traceFlags);
     void writeCompositionStateToProto(perfetto::protos::LayerProto* layerProto,
                                       ui::LayerStack layerStack);
 
-    // Write states that are modified by the main thread. This includes drawing
-    // state as well as buffer data. This should be called in the main or tracing
-    // thread.
-    void writeToProtoDrawingState(perfetto::protos::LayerProto* layerInfo);
-    // Write drawing or current state. If writing current state, the caller should hold the
-    // external mStateLock. If writing drawing state, this function should be called on the
-    // main or tracing thread.
-    void writeToProtoCommonState(perfetto::protos::LayerProto* layerInfo, LayerVector::StateSet,
-                                 uint32_t traceFlags = LayerTracing::TRACE_ALL);
-
     gui::WindowInfo::Type getWindowType() const { return mWindowType; }
 
     /*
      * doTransaction - process the transaction. This is a good place to figure
      * out which attributes of the surface have changed.
      */
-    virtual uint32_t doTransaction(uint32_t transactionFlags);
-
-    /*
-     * Remove relative z for the layer if its relative parent is not part of the
-     * provided layer tree.
-     */
-    void removeRelativeZ(const std::vector<Layer*>& layersInTree);
+    uint32_t doTransaction(uint32_t transactionFlags);
 
     inline const State& getDrawingState() const { return mDrawingState; }
     inline State& getDrawingState() { return mDrawingState; }
 
     void miniDump(std::string& result, const frontend::LayerSnapshot&, const DisplayDevice&) const;
     void dumpFrameStats(std::string& result) const;
-    void dumpOffscreenDebugInfo(std::string& result) const;
     void clearFrameStats();
     void logFrameStats();
     void getFrameStats(FrameStats* outStats) const;
     void onDisconnect();
 
     ui::Transform getTransform() const;
-    bool isTransformValid() const;
 
-    // Returns the Alpha of the Surface, accounting for the Alpha
-    // of parent Surfaces in the hierarchy (alpha's will be multiplied
-    // down the hierarchy).
-    half getAlpha() const;
     half4 getColor() const;
     int32_t getBackgroundBlurRadius() const;
     bool drawShadows() const { return mEffectiveShadowRadius > 0.f; };
 
-    // Returns the transform hint set by Window Manager on the layer or one of its parents.
-    // This traverses the current state because the data is needed when creating
-    // the layer(off drawing thread) and the hint should be available before the producer
-    // is ready to acquire a buffer.
-    ui::Transform::RotationFlags getFixedTransformHint() const;
-
     bool isHandleAlive() const { return mHandleAlive; }
     bool onHandleDestroyed() { return mHandleAlive = false; }
-    Rect getScreenBounds(bool reduceTransparentRegion = true) const;
-    int32_t getZ(LayerVector::StateSet) const;
 
     /**
      * Returns the cropped buffer size or the layer crop if the layer has no buffer. Return
@@ -703,7 +383,7 @@
      */
     Rect getCroppedBufferSize(const Layer::State& s) const;
 
-    virtual void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {}
+    void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {}
     void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime,
                                                    gui::GameMode gameMode);
     void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info,
@@ -732,31 +412,14 @@
     // this to be called once.
     sp<IBinder> getHandle();
     const std::string& getName() const { return mName; }
-    bool getPremultipledAlpha() const;
     void setInputInfo(const gui::WindowInfo& info);
 
-    struct InputDisplayArgs {
-        const ui::Transform* transform = nullptr;
-        bool isSecure = false;
-    };
-    gui::WindowInfo fillInputInfo(const InputDisplayArgs& displayArgs);
-
-    /**
-     * Returns whether this layer has an explicitly set input-info.
-     */
-    bool hasInputInfo() const;
-
     virtual uid_t getOwnerUid() const { return mOwnerUid; }
 
     pid_t getOwnerPid() { return mOwnerPid; }
 
     int32_t getOwnerAppId() { return mOwnerAppId; }
 
-    mutable bool contentDirty{false};
-    Region surfaceDamageRegion;
-
-    // True when the surfaceDamageRegion is recognized as a small area update.
-    bool mSmallDirty{false};
     // Used to check if mUsedVsyncIdForRefreshRateSelection should be expired when it stop updating.
     nsecs_t mMaxTimeForUseVsyncId = 0;
     // True when DrawState.useVsyncIdForRefreshRateSelection previously set to true during updating
@@ -770,35 +433,11 @@
 
     bool mPendingHWCDestroy{false};
 
-    bool backpressureEnabled() const {
-        return mDrawingState.flags & layer_state_t::eEnableBackpressure;
-    }
-
-    bool setStretchEffect(const StretchEffect& effect);
-
     bool setBufferCrop(const Rect& /* bufferCrop */);
-    bool setDestinationFrame(const Rect& /* destinationFrame */);
     // See mPendingBufferTransactions
     void decrementPendingBufferCount();
     std::atomic<int32_t>* getPendingBufferCounter() { return &mPendingBufferTransactions; }
     std::string getPendingBufferCounterName() { return mBlastTransactionName; }
-    bool updateGeometry();
-
-    bool isSimpleBufferUpdate(const layer_state_t& s) const;
-
-    static bool isOpaqueFormat(PixelFormat format);
-
-    // Updates the LayerSnapshot. This must be called prior to sending layer data to
-    // CompositionEngine or RenderEngine (i.e. before calling CompositionEngine::present or
-    // LayerFE::prepareClientComposition).
-    //
-    // TODO(b/238781169) Remove direct calls to RenderEngine::drawLayers that don't go through
-    // CompositionEngine to create a single path for composing layers.
-    void updateSnapshot(bool updateGeometry);
-    void updateChildrenSnapshots(bool updateGeometry);
-
-    bool willPresentCurrentTransaction() const;
-
     void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
                                    const sp<GraphicBuffer>& buffer, uint64_t framenumber,
                                    const sp<Fence>& releaseFence);
@@ -844,7 +483,6 @@
     const sp<SurfaceFlinger> mFlinger;
 
     // Check if the damage region is a small dirty.
-    void setIsSmallDirty(const Region& damageRegion, const ui::Transform& layerToDisplayTransform);
     void setIsSmallDirty(frontend::LayerSnapshot* snapshot);
 
 protected:
@@ -856,52 +494,16 @@
     friend class TransactionFrameTracerTest;
     friend class TransactionSurfaceFrameTest;
 
-    void preparePerFrameCompositionState();
-    void preparePerFrameBufferCompositionState();
-    void preparePerFrameEffectsCompositionState();
     void gatherBufferInfo();
 
-    void prepareBasicGeometryCompositionState();
-    void prepareGeometryCompositionState();
-    void prepareCursorCompositionState();
-
-    uint32_t getEffectiveUsage(uint32_t usage) const;
-
-    /**
-     * Setup rounded corners coordinates of this layer, taking into account the layer bounds and
-     * crop coordinates, transforming them into layer space.
-     */
-    void setupRoundedCornersCropCoordinates(Rect win, const FloatRect& roundedCornersCrop) const;
-    void setParent(const sp<Layer>&);
-    LayerVector makeTraversalList(LayerVector::StateSet, bool* outSkipRelativeZUsers);
-    void addZOrderRelative(const wp<Layer>& relative);
-    void removeZOrderRelative(const wp<Layer>& relative);
     compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
     compositionengine::OutputLayer* findOutputLayerForDisplay(
             const DisplayDevice*, const frontend::LayerHierarchy::TraversalPath& path) const;
-    bool usingRelativeZ(LayerVector::StateSet) const;
 
-    virtual ui::Transform getInputTransform() const;
-    /**
-     * Get the bounds in layer space within which this layer can receive input.
-     *
-     * These bounds are used to:
-     * - Determine the input frame for the layer to be used for occlusion detection; and
-     * - Determine the coordinate space within which the layer will receive input. The top-left of
-     *   this rect will be the origin of the coordinate space that the input events sent to the
-     *   layer will be in (prior to accounting for surface insets).
-     *
-     * The layer can still receive touch input if these bounds are invalid if
-     * "replaceTouchableRegionWithCrop" is specified. In this case, the layer will receive input
-     * in this layer's space, regardless of the specified crop layer.
-     */
-    std::pair<FloatRect, bool> getInputBounds(bool fillParentBounds) const;
-
-    bool mPremultipliedAlpha{true};
     const std::string mName;
     const std::string mTransactionName{"TX - " + mName};
 
-    // These are only accessed by the main thread or the tracing thread.
+    // These are only accessed by the main thread.
     State mDrawingState;
 
     TrustedPresentationThresholds mTrustedPresentationThresholds;
@@ -921,34 +523,16 @@
 
     // main thread
     sp<NativeHandle> mSidebandStream;
-    // False if the buffer and its contents have been previously used for GPU
-    // composition, true otherwise.
-    bool mIsActiveBufferUpdatedForGpu = true;
 
     // We encode unset as -1.
     std::atomic<uint64_t> mCurrentFrameNumber{0};
-    // Whether filtering is needed b/c of the drawingstate
-    bool mNeedsFiltering{false};
-
-    std::atomic<bool> mRemovedFromDrawingState{false};
-
-    // page-flip thread (currently main thread)
-    bool mProtectedByApp{false}; // application requires protected path to external sink
 
     // protected by mLock
     mutable Mutex mLock;
 
-    const wp<Client> mClientRef;
-
     // This layer can be a cursor on some displays.
     bool mPotentialCursor{false};
 
-    LayerVector mCurrentChildren{LayerVector::StateSet::Current};
-    LayerVector mDrawingChildren{LayerVector::StateSet::Drawing};
-
-    wp<Layer> mCurrentParent;
-    wp<Layer> mDrawingParent;
-
     // Window types from WindowManager.LayoutParams
     const gui::WindowInfo::Type mWindowType;
 
@@ -966,8 +550,6 @@
     // Used in buffer stuffing analysis in FrameTimeline.
     nsecs_t mLastLatchTime = 0;
 
-    mutable bool mDrawingStateModified = false;
-
     sp<Fence> mLastClientCompositionFence;
     bool mClearClientCompositionFenceOnLayerDisplayed = false;
 private:
@@ -979,44 +561,20 @@
     friend class TransactionFrameTracerTest;
     friend class TransactionSurfaceFrameTest;
 
-    bool getAutoRefresh() const { return mDrawingState.autoRefresh; }
     bool getSidebandStreamChanged() const { return mSidebandStreamChanged; }
 
     std::atomic<bool> mSidebandStreamChanged{false};
 
-    // Returns true if the layer can draw shadows on its border.
-    virtual bool canDrawShadows() const { return true; }
-
     aidl::android::hardware::graphics::composer3::Composition getCompositionType(
             const DisplayDevice&) const;
     aidl::android::hardware::graphics::composer3::Composition getCompositionType(
             const compositionengine::OutputLayer*) const;
 
-    bool propagateFrameRateForLayerTree(FrameRate parentFrameRate, bool overrideChildren,
-                                        bool* transactionNeeded);
-    void setZOrderRelativeOf(const wp<Layer>& relativeOf);
-    bool isTrustedOverlay() const;
-    gui::DropInputMode getDropInputMode() const;
-    void handleDropInputMode(gui::WindowInfo& info) const;
-
-    // Finds the top most layer in the hierarchy. This will find the root Layer where the parent is
-    // null.
-    sp<Layer> getRootLayer();
-
-    // Fills in the touch occlusion mode of the first parent (including this layer) that
-    // hasInputInfo() or no-op if no such parent is found.
-    void fillTouchOcclusionMode(gui::WindowInfo& info);
-
-    // Fills in the frame and transform info for the gui::WindowInfo.
-    void fillInputFrameInfo(gui::WindowInfo&, const ui::Transform& screenToDisplay);
-
     inline void tracePendingBufferCount(int32_t pendingBuffers);
 
     // Latch sideband stream and returns true if the dirty region should be updated.
     bool latchSidebandStream(bool& recomputeVisibleRegions);
 
-    bool hasFrameUpdate() const;
-
     void updateTexImage(nsecs_t latchTime, bool bgColorOnly = false);
 
     // Crop that applies to the buffer
@@ -1027,15 +585,6 @@
                                    const sp<Fence>& releaseFence,
                                    uint32_t currentMaxAcquiredBufferCount);
 
-    // Returns true if the transformed buffer size does not match the layer size and we need
-    // to apply filtering.
-    bool bufferNeedsFiltering() const;
-
-    // Returns true if there is a valid color to fill.
-    bool fillsColor() const;
-    // Returns true if this layer has a blur value.
-    bool hasBlur() const;
-    bool hasEffect() const { return fillsColor() || drawShadows() || hasBlur(); }
     bool hasBufferOrSidebandStream() const {
         return ((mSidebandStream != nullptr) || (mBufferInfo.mBuffer != nullptr));
     }
@@ -1044,33 +593,6 @@
         return ((mDrawingState.sidebandStream != nullptr) || (mDrawingState.buffer != nullptr));
     }
 
-    bool hasSomethingToDraw() const { return hasEffect() || hasBufferOrSidebandStream(); }
-
-    bool shouldOverrideChildrenFrameRate() const {
-        return getDrawingState().frameRateSelectionStrategy ==
-                FrameRateSelectionStrategy::OverrideChildren;
-    }
-
-    bool shouldPropagateFrameRate() const {
-        return getDrawingState().frameRateSelectionStrategy != FrameRateSelectionStrategy::Self;
-    }
-
-    // Cached properties computed from drawing state
-    // Effective transform taking into account parent transforms and any parent scaling, which is
-    // a transform from the current layer coordinate space to display(screen) coordinate space.
-    ui::Transform mEffectiveTransform;
-
-    // Bounds of the layer before any transformation is applied and before it has been cropped
-    // by its parents.
-    FloatRect mSourceBounds;
-
-    // Bounds of the layer in layer space. This is the mSourceBounds cropped by its layer crop and
-    // its parent bounds.
-    FloatRect mBounds;
-
-    // Layer bounds in screen space.
-    FloatRect mScreenBounds;
-
     bool mGetHandleCalled = false;
 
     // The inherited shadow radius after taking into account the layer hierarchy. This is the
@@ -1081,15 +603,10 @@
     // Game mode for the layer. Set by WindowManagerShell and recorded by SurfaceFlingerStats.
     gui::GameMode mGameMode = gui::GameMode::Unsupported;
 
-    // A list of regions on this layer that should have blurs.
-    const std::vector<BlurRegion> getBlurRegions() const;
-
     bool mIsAtRoot = false;
 
     uint32_t mLayerCreationFlags;
 
-    bool findInHierarchy(const sp<Layer>&);
-
     void releasePreviousBuffer();
     void resetDrawingStateBufferInfo();
 
@@ -1122,10 +639,7 @@
     // not specify a destination frame.
     ui::Transform mRequestedTransform;
 
-    sp<LayerFE> mLegacyLayerFE;
     std::vector<std::pair<frontend::LayerHierarchy::TraversalPath, sp<LayerFE>>> mLayerFEs;
-    std::unique_ptr<frontend::LayerSnapshot> mSnapshot =
-            std::make_unique<frontend::LayerSnapshot>();
     bool mHandleAlive = false;
 };