Clean-up egl image preallocation

Allocate EGL images in onFrameAvailable, instead of a custom
onBuffersAllocated callback. This way we reduce traffic over binder
while still performing GL work ahead of time in queueBuffer().

Bug: 130567928
Test: systrace
Change-Id: I4070e9ddbd379dac3d809d0e7edb2855fc8b7a80
diff --git a/services/surfaceflinger/BufferLayerConsumer.h b/services/surfaceflinger/BufferLayerConsumer.h
index 0f0655d..e3f6100 100644
--- a/services/surfaceflinger/BufferLayerConsumer.h
+++ b/services/surfaceflinger/BufferLayerConsumer.h
@@ -176,6 +176,7 @@
     // setConsumerUsageBits overrides the ConsumerBase method to OR
     // DEFAULT_USAGE_FLAGS to usage.
     status_t setConsumerUsageBits(uint64_t usage);
+    void onBufferAvailable(const BufferItem& item) EXCLUDES(mImagesMutex);
 
 protected:
     // abandonLocked overrides the ConsumerBase method to clear
@@ -241,7 +242,6 @@
 
     // IConsumerListener interface
     void onDisconnect() override;
-    void onBufferAllocated(const BufferItem& item) override EXCLUDES(mImagesMutex);
     void onSidebandStreamChanged() override;
     void addAndGetFrameTimestamps(const NewFrameEventsEntry* newTimestamps,
                                   FrameEventHistoryDelta* outDelta) override;