When the nativeWindow is passed as 0, EGL will open /dev/fb0 as the native window. The nativeWindow opened this way was not closed by EGL properly and the error shows, this EGL bug will be addressed in the next releases from FSL.
For now, please pass a valid nativewindow pointer, so that the application will have control to decide the rendering window rather than EGL.
When initializing and shutting down EGL multiple times, eglCreateContext will at some point fail with an EGL_BAD_ALLOC. This seems to be due to a memory leak in the EGL layer. The problem has affected us previously after 100’s of cycles during automated testing, but under Adeneo 4.0 has become much more frequent and affects normal product operation.