EmuGL: remove broken EGL buffer refcounting

The emulator EGL implementation tried to hold its own reference to
buffers acquired/released with dequeueBuffer/queueBuffer, but was
missing an incRef after dequeueBuffer during swapBuffers.

Since the native window holds a reference to the buffer between
dequeueBuffer and queueBuffer, the EGL reference isn't needed anyway.

Change-Id: I95e4f9f4faf59198f99939cdca6603fe176c56bc
diff --git a/tools/emulator/opengl/system/egl/egl.cpp b/tools/emulator/opengl/system/egl/egl.cpp
index e9bae3a..ddc006c 100644
--- a/tools/emulator/opengl/system/egl/egl.cpp
+++ b/tools/emulator/opengl/system/egl/egl.cpp
@@ -308,8 +308,6 @@
         setErrorReturn(EGL_BAD_ALLOC, EGL_FALSE);
     }
 
-    buffer->common.incRef(&buffer->common);
-
     // lock the buffer
     nativeWindow->lockBuffer(nativeWindow, buffer);
 
@@ -323,7 +321,6 @@
 {
     if (buffer) {
         nativeWindow->queueBuffer(nativeWindow, buffer);
-        buffer->common.decRef(&buffer->common);
         buffer = 0;
     }
 }
@@ -338,16 +335,9 @@
 
     rcEnc->rcFlushWindowColorBuffer(rcEnc, rcSurface);
 
-    android_native_buffer_t* prevBuf = buffer;
     //post the back buffer
     nativeWindow->queueBuffer(nativeWindow, buffer);
 
-    buffer->common.incRef(&buffer->common);
-
-    if (prevBuf) {
-        prevBuf->common.decRef(&prevBuf->common);
-    }
-
     // dequeue a new buffer
     if (nativeWindow->dequeueBuffer(nativeWindow, &buffer)) {
         setErrorReturn(EGL_BAD_ALLOC, EGL_FALSE);