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GLContext: Use host connection
This also removes the need for a sleeping event thread.
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@ -26,7 +26,6 @@ public:
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u32 GetBackBufferWidth() { return m_backbuffer_width; }
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u32 GetBackBufferHeight() { return m_backbuffer_height; }
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void SetBackBufferDimensions(u32 w, u32 h);
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virtual bool IsHeadless() const;
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@ -45,11 +44,11 @@ public:
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virtual void* GetFuncAddress(const std::string& name);
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// Creates an instance of GLInterface specific to the platform we are running on.
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static std::unique_ptr<GLContext> Create(void* window_handle, bool stereo = false,
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bool core = true);
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static std::unique_ptr<GLContext> Create(void* display_handle, void* window_handle,
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bool stereo = false, bool core = true);
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protected:
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virtual bool Initialize(void* window_handle, bool stereo, bool core);
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virtual bool Initialize(void* display_handle, void* window_handle, bool stereo, bool core);
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virtual bool Initialize(GLContext* main_context);
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Mode m_opengl_mode = Mode::Detect;
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