status_t GLConsumer::updateTexImage() {
    ATRACE_CALL();
    ST_LOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ST_LOGE("updateTexImage: GLConsumer is abandoned!");
        return NO_INIT;
    }

    // Make sure the EGL state is the same as in previous calls.
    status_t err = checkAndUpdateEglStateLocked();
    if (err != NO_ERROR) {
        return err;
    }

    BufferQueue::BufferItem item;

    // Acquire the next buffer.
    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    err = acquireBufferLocked(&item);
    if (err != NO_ERROR) {
        if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
            // We always bind the texture even if we don't update its contents.
            ST_LOGV("updateTexImage: no buffers were available");
            glBindTexture(mTexTarget, mTexName);
            err = NO_ERROR;
        } else {
            ST_LOGE("updateTexImage: acquire failed: %s (%d)",
                    strerror(-err), err);
        }
        return err;
    }

    // Release the previous buffer.
    err = releaseAndUpdateLocked(item);
    if (err != NO_ERROR) {
        // We always bind the texture.
        glBindTexture(mTexTarget, mTexName);
        return err;
    }

    // Bind the new buffer to the GL texture, and wait until it's ready.
    return bindTextureImageLocked();
}
status_t SurfaceFlingerConsumer::updateTexImage(BufferRejecter* rejecter)
{
    ATRACE_CALL();
    ALOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ALOGE("updateTexImage: GLConsumer is abandoned!");
        return NO_INIT;
    }

    // Make sure the EGL state is the same as in previous calls.
    status_t err = checkAndUpdateEglStateLocked();
    if (err != NO_ERROR) {
        return err;
    }

    BufferQueue::BufferItem item;

    // Acquire the next buffer.
    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    err = acquireBufferLocked(&item);
    if (err != NO_ERROR) {
        if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
            // This variant of updateTexImage does not guarantee that the
            // texture is bound, so no need to call glBindTexture.
            err = NO_ERROR;
        } else {
            ALOGE("updateTexImage: acquire failed: %s (%d)",
                strerror(-err), err);
        }
        return err;
    }


    // We call the rejecter here, in case the caller has a reason to
    // not accept this buffer.  This is used by SurfaceFlinger to
    // reject buffers which have the wrong size
    int buf = item.mBuf;
    if (rejecter && rejecter->reject(mSlots[buf].mGraphicBuffer, item)) {
        releaseBufferLocked(buf, EGL_NO_SYNC_KHR);
        return NO_ERROR;
    }

    // Release the previous buffer.
    err = releaseAndUpdateLocked(item);
    if (err != NO_ERROR) {
        return err;
    }

    if (!SyncFeatures::getInstance().useNativeFenceSync()) {
        // Bind the new buffer to the GL texture.
        //
        // Older devices require the "implicit" synchronization provided
        // by glEGLImageTargetTexture2DOES, which this method calls.  Newer
        // devices will either call this in Layer::onDraw, or (if it's not
        // a GL-composited layer) not at all.
        err = bindTextureImageLocked();
    }

    return err;
}