Disable VR compatibility display

The VR compatibility display is causing issues with the 2d <--> VR
transition in SurfaceFlinger. Disable it until we figure out what's
going on.

Bug: 34280358

Test: Had flakiness when transitioning into/out of VR mode via cube sea
and treasure hunt, with the VR compatibility display enabled. After
disabling the VR compatibility display, transitioning was much more
stable, though not perfect.

Change-Id: I7822fff2095e4bb8eb0b4157c0d9fd06e99f48c8
diff --git a/services/core/java/com/android/server/vr/VrManagerService.java b/services/core/java/com/android/server/vr/VrManagerService.java
index e8385fc..8368b05 100644
--- a/services/core/java/com/android/server/vr/VrManagerService.java
+++ b/services/core/java/com/android/server/vr/VrManagerService.java
@@ -31,7 +31,6 @@
 import android.content.pm.PackageInfo;
 import android.content.pm.PackageManager;
 import android.content.pm.PackageManager.NameNotFoundException;
-import android.hardware.display.DisplayManager;
 import android.os.Binder;
 import android.os.Handler;
 import android.os.IBinder;
@@ -138,7 +137,6 @@
     private final NotificationAccessManager mNotifAccessManager = new NotificationAccessManager();
     /** Tracks the state of the screen and keyguard UI.*/
     private int mSystemSleepFlags = FLAG_NONE;
-    private CompatibilityDisplay mCompatibilityDisplay;
 
     private static final int MSG_VR_STATE_CHANGE = 0;
     private static final int MSG_PENDING_VR_STATE_CHANGE = 1;
@@ -496,11 +494,6 @@
 
                 mComponentObserver.rebuildAll();
             }
-
-            DisplayManager dm =
-                    (DisplayManager) getContext().getSystemService(Context.DISPLAY_SERVICE);
-            mCompatibilityDisplay = new CompatibilityDisplay(dm, mVrManager);
-            mCompatibilityDisplay.init();
         } else if (phase == SystemService.PHASE_THIRD_PARTY_APPS_CAN_START) {
             synchronized (mLock) {
                 mVrModeAllowed = true;