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There are some problems with Wayland initialization:
I changed WaylandEGLSupport::start() to only print a message, and delayed the EGL initialization to the first time WaylandEGLSupport::newWindow() is called. This is similar to the way Win32GLSupport handles initialization.
I also fixed some minor errors I found when setting ENABLE_EGL_CHECK to 1 for testing purposes: eglTerminate could be called with a null mGLDisplay if more than one render system was loaded, causing an EGL_BAD_DISPLAY error, and trying to create an unsupported EGL context triggered an exception.