status_t BufferStateLayer::updateActiveBuffer() {
    const State& s(getDrawingState());

    if (s.buffer == nullptr) {
        return BAD_VALUE;
    }

    if (!mBufferInfo.mBuffer || s.buffer->getBuffer() != mBufferInfo.mBuffer->getBuffer()) {
        decrementPendingBufferCount();
    }

    mPreviousReleaseCallbackId = {getCurrentBufferId(), mBufferInfo.mFrameNumber};
    mBufferInfo.mBuffer = s.buffer;
    mBufferInfo.mFence = s.acquireFence;
    mBufferInfo.mFrameNumber = s.frameNumber;

    return NO_ERROR;
}