Don't cache framebuffer images for screenshots.

Screenshots always create a new GraphicBuffer, so they shouldn't be
cached since they'll never be redrawn to.

Bug: 129072814
Test: systrace
Change-Id: I116444804b80fbdacf5b8f8ef23f943032b3b777
diff --git a/libs/renderengine/gl/GLFramebuffer.cpp b/libs/renderengine/gl/GLFramebuffer.cpp
index c45598c..dacf8d3 100644
--- a/libs/renderengine/gl/GLFramebuffer.cpp
+++ b/libs/renderengine/gl/GLFramebuffer.cpp
@@ -41,19 +41,25 @@
     glDeleteTextures(1, &mTextureName);
 }
 
-bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected) {
+bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
+                                          const bool useFramebufferCache) {
     ATRACE_CALL();
     if (mEGLImage != EGL_NO_IMAGE_KHR) {
+        if (!usingFramebufferCache) {
+            eglDestroyImageKHR(mEGLDisplay, mEGLImage);
+        }
         mEGLImage = EGL_NO_IMAGE_KHR;
         mBufferWidth = 0;
         mBufferHeight = 0;
     }
 
     if (nativeBuffer) {
-        mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected);
+        mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected,
+                                                           useFramebufferCache);
         if (mEGLImage == EGL_NO_IMAGE_KHR) {
             return false;
         }
+        usingFramebufferCache = useFramebufferCache;
         mBufferWidth = nativeBuffer->width;
         mBufferHeight = nativeBuffer->height;
     }