eglDestroyContext and floating frames

Greetings, I have a question regarding object lifetime:

Imagine an OpenGL ES application that issues draw commands separated by eglSwapBuffer calls. Because the GPU is slow, several frames have not yet been completely rendered. Now, if I unbind surface & context at this point using eglMakeCurrent then call eglDestroyContext immediately, what will happen to the resources (VAOs, Buffers, Textures etc.) the context manages but that are used by frames the gpu has not yet completed? Does the driver increase the refcount of resources that have pending drawcalls?