You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: wayland.rs
    path of file: ./repos/smithay/src/backend/renderer/utils
    
    the code of the file until where you have to start completion: use crate::{
    backend::renderer::{buffer_dimensions, buffer_has_alpha, element::RenderElement, ImportAll, Renderer},
    utils::{Buffer as BufferCoord, Coordinate, Logical, Physical, Point, Rectangle, Scale, Size, Transform},
    wayland::{
        compositor::{
            self, add_destruction_hook, is_sync_subsurface, with_surface_tree_downward,
            with_surface_tree_upward, BufferAssignment, Damage, RectangleKind, SubsurfaceCachedState,
            SurfaceAttributes, SurfaceData, TraversalAction,
        },
        viewporter,
    },
};
use std::sync::Arc;
use std::{
    any::TypeId,
    cell::RefCell,
    collections::{hash_map::Entry, HashMap},
};
use tracing::{error, instrument, warn};

use wayland_server::protocol::{wl_buffer::WlBuffer, wl_surface::WlSurface};

use super::{CommitCounter, DamageBag, SurfaceView};

/// Type stored in WlSurface states data_map
///
/// ```rs
/// compositor::with_states(surface, |states| {
///     let data = states.data_map.get::<RendererSurfaceStateUserData>();
/// });
/// ```
pub type RendererSurfaceStateUserData = RefCell<RendererS
    
pub fn on_commit_buffer_handler<D: 'static>(surface: &WlSurface) {
    if !is_sync_subsurface(surface) {
        let mut new_surfaces = Vec::new();
        with_surface_tree_upward(
            surface,
            (),
            |_, _, _| TraversalAction::DoChildren(()),
            |surf, states, _| {
                if states
                    .data_map
                    .insert_if_missing(|| RefCell::new(RendererSurfaceState::default()))
                {
                    new_surfaces.push(surf.clone());
                }
                let mut data = states
                    .data_map
                    .get::<RendererSurfaceStateUserData>()
                    .unwrap()
                    .borrow_mut();
                data.update_buffer(states);
            },
            |_, _, _| true,
        );
        for surf in &new_surfaces {
            add_destruction_hook(surf, |_: &mut D, surface| {
                // We reset the state on destruction before the user_data is dropped
                // to prevent a deadlock which can happen if we try to send a buffer
                // release during drop. This also enables us to free resources earlier
                // like the stored textures
                compositor::with_states(surface, |data| {
                    if let Some(mut state) = data
                        .data_map
                        .get::<RendererSurfaceStateUserData>()
                        .map(|s| s.borrow_mut())
                    {
                        state.reset();
                    }
                });
            });
        }
    }
}