When the apps calls eglInitialize() a device driver is selected and loaded
(look for _eglAddDrivers() and _eglLoadModule() in egldriver.c).
-The built-in driver's entry point function is then called. This driver function
-allocates, initializes and returns a new _EGLDriver object (usually a
-subclass of that type).
+The built-in driver's entry point function is then called and given
+a freshly allocated and initialised _EGLDriver, with default fallback
+entrypoints set.
As part of initialization, the dispatch table in _EGLDriver->API must be
-populated with all the EGL entrypoints. Typically, _eglInitDriverFallbacks()
-can be used to plug in default/fallback functions. Some functions like
-driver->API.Initialize and driver->API.Terminate _must_ be implemented
+populated with all the EGL entrypoints. Some functions like
+driver->Initialize and driver->Terminate _must_ be implemented
with driver-specific code (no default/fallback function is possible).
-Shortly after, the driver->API.Initialize() function is executed. Any additional
+Shortly after, the driver->Initialize() function is executed. Any additional
driver initialization that wasn't done in the driver entry point should be
done at this point. Typically, this will involve setting up visual configs, etc.
Teardown:
-When eglTerminate() is called, the driver->API.Terminate() function is
+When eglTerminate() is called, the driver->Terminate() function is
called. The driver should clean up after itself. eglTerminate() will
then close/unload the driver (shared library).