After adding a bit of more debug entries, it's clear that the window
surface gets allocated when the app is instantiated, but it's never
released.

When opening a new app:
Framebuffer::createWindowSurface
Framebuffer::createColorBuffer

When destrying the app:
Framebuffer::closeColorBuffer

In this case, Framebuffer::DestroyWindowSurface is never called.

Looking at the client side
(device/generic/goldfish/opengl/system/egl/egl.cpp), it seems that
rcDestroyWindowSurface is only called when the object
egl_window_surface_t gets destroyed.

This might be a side effect of something wrong happening in the client
side, like mir/unity-compositor.

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https://bugs.launchpad.net/bugs/1319582

Title:
  'Failed to start RenderThread' after opening/closing applications

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