egl: Don't allocate texture memory for EGLImage

EGLImage that has its own storage (possibly in a dmabuf) still got
standard texture memory allocated for it. This doubles the memory
required per frame. Allocating the texture memory also isn't free,
it can take lots of time to allocate contigous memory for a 1080p
frame (over 25 ms), which stalls the pipeline causing frame drops.

Upstream candidate.

Change-Id: I78038d85992cd2742554be91f46c2010ac64595e
1 file changed