This is also how early SLI worked: each GPU has a framebuffer, one holding the "even" scanlines and one holding the "odd" scanlines. Each GPU does its own rendering work to its own framebuffer, each rendering a vertically-squashed scene, with one scene offset by one pixel vertically. The master GPU then interleaves the two framebuffers together (pulling data from the slave GPU's framebuffer over the SLI link) when outputting a field.
If you ever wondered why some old Youtube video looked like crap and has lines that don't match up, interleaving was why.
We like abstractions.
Not sure if it's still the case but back in the ICS days your status bar, wallpaper and launcher/app were all separate surfaces that were scanned out from different frame buffers.
GPUs can actually scan to a display from multiple overlapping framebuffers in different resolutions and color formats in the same time. Alpha blending and rotations are often supported as well.
A bit like a very large mouse cursor. In a way, mouse cursors are also framebuffers. Or like hardware video layers in the nineties.