I met one usage:
App created all video texture (from EGLImage<--VASurface handle) during 
initialization, then use them; and finally destroy them during terminate.
The life cycle of exported handle is pretty long.
I think it is different from current driver implementation philosophy.

Anyway, it doesn't break much yet, since we don't realloc the surface buffer so 
far.
After vaReleaseBufferHandle(), the texture still refer to the surface data.


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