fix [2143798] Need to figure out how to do video

    Use EGLImageKHR instead of copybit directly.
    We now have the basis to use streaming YUV textures (well, in fact
    we already are). When/if we use the GPU instead of the MDP we'll
    need to make sure it supports the appropriate YUV format.

    Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
diff --git a/libs/surfaceflinger/LayerDim.cpp b/libs/surfaceflinger/LayerDim.cpp
index 538dc77..fd61e30 100644
--- a/libs/surfaceflinger/LayerDim.cpp
+++ b/libs/surfaceflinger/LayerDim.cpp
@@ -55,8 +55,8 @@
     sHeight = h;
     sUseTexture = false;
     
-#ifdef DIM_WITH_TEXTURE
-    
+#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
+
 #warning "using a texture to implement LayerDim"
     
     /* On some h/w like msm7K, it is faster to use a texture because the
@@ -69,7 +69,6 @@
     uint32_t flags = hw.getFlags();
 
     if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) {
-        // TODO: api to pass the usage flags
         sp<GraphicBuffer> buffer = new GraphicBuffer(w, h, PIXEL_FORMAT_RGB_565,
                  GraphicBuffer::USAGE_SW_WRITE_OFTEN |
                  GraphicBuffer::USAGE_HW_TEXTURE);
@@ -123,7 +122,7 @@
         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
         glColor4x(0, 0, 0, alpha);
         
-#ifdef DIM_WITH_TEXTURE
+#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
         if (sUseTexture) {
             glBindTexture(GL_TEXTURE_2D, sTexId);
             glEnable(GL_TEXTURE_2D);