BufferSlot

struct BufferSlot {

    BufferSlot()
    : mGraphicBuffer(nullptr),
      mEglDisplay(EGL_NO_DISPLAY),
      mBufferState(),
      mRequestBufferCalled(false),
      mFrameNumber(0),
      mEglFence(EGL_NO_SYNC_KHR),
      mFence(Fence::NO_FENCE),
      mAcquireCalled(false),
      mNeedsReallocation(false) {
    }

    // mGraphicBuffer points to the buffer allocated for this slot or is NULL
    // if no buffer has been allocated.
    sp<GraphicBuffer> mGraphicBuffer;

    // mEglDisplay is the EGLDisplay used to create EGLSyncKHR objects.
    EGLDisplay mEglDisplay;

    // mBufferState is the current state of this buffer slot.
    BufferState mBufferState;

    // mRequestBufferCalled is used for validating that the producer did
    // call requestBuffer() when told to do so. Technically this is not
    // needed but useful for debugging and catching producer bugs.
    bool mRequestBufferCalled;

    // mFrameNumber is the number of
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