bufferqueues: Simplify calls that don't use GL fences

We wanna get rid of this API, and we can simplify all these calls to
just avoid the argument.

Bug: 339705065
Flag: EXEMPT refactor
Test: old tests
Change-Id: I4e94e66003cdcdc197254435e5a815dd53e67a20
diff --git a/libs/gui/tests/BufferQueue_test.cpp b/libs/gui/tests/BufferQueue_test.cpp
index b026e64..1606099 100644
--- a/libs/gui/tests/BufferQueue_test.cpp
+++ b/libs/gui/tests/BufferQueue_test.cpp
@@ -425,8 +425,7 @@
     ASSERT_EQ(BAD_VALUE, mConsumer->attachBuffer(&newSlot, nullptr));
     ASSERT_EQ(OK, mConsumer->attachBuffer(&newSlot, item.mGraphicBuffer));
 
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(newSlot, 0, EGL_NO_DISPLAY,
-            EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(newSlot, 0, Fence::NO_FENCE));
 
     ASSERT_EQ(IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION,
               mProducer->dequeueBuffer(&slot, &fence, 0, 0, 0, GRALLOC_USAGE_SW_WRITE_OFTEN,
@@ -609,8 +608,7 @@
     ASSERT_EQ(true, item.mQueuedBuffer);
     ASSERT_EQ(false, item.mAutoRefresh);
 
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // attempt to acquire a second time should return no buffer available
     ASSERT_EQ(IGraphicBufferConsumer::NO_BUFFER_AVAILABLE,
@@ -653,8 +651,7 @@
         ASSERT_EQ(i == 0, item.mQueuedBuffer);
         ASSERT_EQ(true, item.mAutoRefresh);
 
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
     }
 
     // Repeatedly queue and dequeue a buffer from the producer side, it should
@@ -684,8 +681,7 @@
         ASSERT_EQ(i == 0, item.mQueuedBuffer);
         ASSERT_EQ(true, item.mAutoRefresh);
 
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
     }
 }
 
@@ -735,8 +731,7 @@
     ASSERT_EQ(true, item.mQueuedBuffer);
     ASSERT_EQ(false, item.mAutoRefresh);
 
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // attempt to acquire a second time should return no buffer available
     ASSERT_EQ(IGraphicBufferConsumer::NO_BUFFER_AVAILABLE,
@@ -874,8 +869,7 @@
     for (size_t i = 0; i < 2; ++i) {
         BufferItem item;
         ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                    EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
     }
 
     // Make sure we got the second buffer back
@@ -929,8 +923,7 @@
                                            nullptr, nullptr));
         ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
         ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
         std::this_thread::sleep_for(16ms);
     }
 
@@ -946,8 +939,7 @@
                                            nullptr, nullptr));
         ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
         ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
         std::this_thread::sleep_for(16ms);
     }
     ASSERT_EQ(OK,
@@ -959,12 +951,10 @@
                                        nullptr));
     ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
     std::this_thread::sleep_for(16ms);
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // Sleep between segments
     std::this_thread::sleep_for(500ms);
@@ -981,13 +971,11 @@
                                            nullptr, nullptr));
         ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
         ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                    EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+        ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
         std::this_thread::sleep_for(16ms);
     }
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // Now we read the segments
     std::vector<OccupancyTracker::Segment> history;
@@ -1108,8 +1096,7 @@
 
     // Acquire and free 1 buffer
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-                    EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
     int releasedSlot = item.mSlot;
 
     // Acquire 1 buffer, leaving 1 filled buffer in queue
@@ -1376,8 +1363,7 @@
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
     ASSERT_EQ(slot, item.mSlot);
     ASSERT_NE(nullptr, item.mGraphicBuffer.get());
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // Dequeue and queue the buffer again
     ASSERT_EQ(OK,
@@ -1390,8 +1376,7 @@
     ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
     ASSERT_EQ(slot, item.mSlot);
     ASSERT_EQ(nullptr, item.mGraphicBuffer.get());
-    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
-            EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+    ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
 
     // Dequeue and queue the buffer again
     ASSERT_EQ(OK,