eglReleaseThread — Release EGL per-thread state
                EGLBoolean eglReleaseThread(
               | 
              void); | 
              
            eglReleaseThread returns the EGL to its
            state at thread initialization, releasing all per-thread
            state including the error status returned by
            eglGetError, the currently bound
            rendering API defined by eglBindAPI, and
            the current contexts for each supported client API. The
            overhead of maintaining this state may be objectionable in
            applications which create and destroy many threads, but only
            call EGL or client APIs in a few of those threads at any
            given time.
        
            EGL_TRUE is returned on success, and the
            following actions are taken:
        
                    For each client API supported by EGL, if there is a
                    currently bound context, that context is released.
                    This is equivalent to calling
                    eglMakeCurrent with ctx set to
                    EGL_NO_CONTEXT and both draw
                    and read set to EGL_NO_SURFACE
                    (see section 3.7.3).
                
The current rendering API is reset to its value at thread initialization (see eglBindAPI).
Any additional implementation-dependent per-thread state maintained by EGL is marked for deletion as soon as possible.
            eglReleaseThread may be called in any
            thread at any time, and may be called more than once in a
            single thread. The initialization status of EGL (see section
            3.2) is not affected by releasing the thread; only
            per-thread state is affected.
        
            Resources explicitly allocated by calls to EGL, such as
            contexts, surfaces, and configuration lists, are not
            affected by eglReleaseThread. Such
            resources belong not to the thread, but to the EGL
            implementation as a whole.
        
            eglReleaseThread is supported only if the
            EGL version is 1.2 or greater.
        
            Applications may call other EGL routines from a thread
            following eglReleaseThread, but any
            such call may reallocate the EGL state previously released.
            In particular, calling eglGetError
            immediately following a successful call to
            eglReleaseThread will return
            EGL_SUCCESS, but will also result in
            reallocating per-thread state.
        
            EGL_FALSE is returned on failure,
            EGL_TRUE otherwise. There are no
            defined conditions under which failure will occur. Even if
            EGL is not initialized on any EGLDisplay,
            eglReleaseThread should succeed.
        
            However, platform-dependent failures may be signaled through
            the value returned from eglGetError.
            Unless the platform-dependent behavior is known, a failed
            call to eglReleaseThread should be
            assumed to leave the current rendering API, and the
            currently bound contexts for each supported client API, in
            an unknown state.
        
        Copyright © 2003-2014 The Khronos Group Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the "Materials"), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the condition that this copyright notice and permission notice shall be included in all copies or substantial portions of the Materials.