fix crash when validating an invalid EGL objects

the code that validated EGL objects dereferenced the object
to access its EGLDisplay -- needed for validation (!).
This was wrong for two reasons, first we dereferenced the object
before validating it (potentially leading to a crash), secondly
we didn't validate that the object existed in the right EGLDisplay.

We now use the EGLDisplay passed by the user API.

Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
diff --git a/opengl/libs/EGL/egl_object.h b/opengl/libs/EGL/egl_object.h
index 46f7139..df1b261 100644
--- a/opengl/libs/EGL/egl_object.h
+++ b/opengl/libs/EGL/egl_object.h
@@ -52,10 +52,11 @@
 
     inline int32_t incRef() { return android_atomic_inc(&count); }
     inline int32_t decRef() { return android_atomic_dec(&count); }
+    inline egl_display_t* getDisplay() const { return display; }
 
 private:
     void terminate();
-    bool get();
+    static bool get(egl_display_t const* display, egl_object_t* object);
 
 public:
     template <typename N, typename T>
@@ -66,9 +67,9 @@
     public:
         ~LocalRef();
         explicit LocalRef(egl_object_t* rhs);
-        explicit LocalRef(T o) : ref(0) {
+        explicit LocalRef(egl_display_t const* display, T o) : ref(0) {
             egl_object_t* native = reinterpret_cast<N*>(o);
-            if (o && native->get()) {
+            if (o && egl_object_t::get(display, native)) {
                 ref = native;
             }
         }