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/nativedisplay/surfacetexture/EGLConsumer.cpp b/libs/nativedisplay/surfacetexture/EGLConsumer.cpp
index 275b7a4..3959fce 100644
--- a/libs/nativedisplay/surfacetexture/EGLConsumer.cpp
+++ b/libs/nativedisplay/surfacetexture/EGLConsumer.cpp
@@ -150,8 +150,7 @@
             }
         }
 
-        err = st.releaseBufferLocked(buf, st.mSlots[buf].mGraphicBuffer, mEglDisplay,
-                                     EGL_NO_SYNC_KHR);
+        err = st.releaseBufferLocked(buf, st.mSlots[buf].mGraphicBuffer);
         if (err < NO_ERROR) {
             EGC_LOGE("releaseTexImage: failed to release buffer: %s (%d)", strerror(-err), err);
             return err;
@@ -234,14 +233,14 @@
     if (st.mOpMode != SurfaceTexture::OpMode::attachedToGL) {
         EGC_LOGE("updateAndRelease: EGLConsumer is not attached to an OpenGL "
                  "ES context");
-        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
+        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer);
         return INVALID_OPERATION;
     }
 
     // Confirm state.
     err = checkAndUpdateEglStateLocked(st);
     if (err != NO_ERROR) {
-        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
+        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer);
         return err;
     }
 
@@ -254,7 +253,7 @@
     if (err != NO_ERROR) {
         EGC_LOGW("updateAndRelease: unable to createImage on display=%p slot=%d", mEglDisplay,
                  slot);
-        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
+        st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer);
         return UNKNOWN_ERROR;
     }
 
@@ -266,8 +265,7 @@
             // release the old buffer, so instead we just drop the new frame.
             // As we are still under lock since acquireBuffer, it is safe to
             // release by slot.
-            st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay,
-                                   EGL_NO_SYNC_KHR);
+            st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer);
             return err;
         }
     }