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GLContext: Use host connection
This also removes the need for a sleeping event thread.
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@ -56,9 +56,9 @@ void GLContextGLX::Swap()
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// Create rendering window.
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// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
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bool GLContextGLX::Initialize(void* window_handle, bool stereo, bool core)
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bool GLContextGLX::Initialize(void* display_handle, void* window_handle, bool stereo, bool core)
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{
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m_display = XOpenDisplay(nullptr);
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m_display = static_cast<Display*>(display_handle);
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int screen = DefaultScreen(m_display);
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// checking glx version
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@ -298,16 +298,12 @@ void GLContextGLX::Shutdown()
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{
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DestroyWindowSurface();
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if (m_context)
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{
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glXDestroyContext(m_display, m_context);
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// Don't close the display connection if we are a shared context.
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// Saves doing reference counting on this object, and the main context will always
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// be shut down last anyway.
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if (m_render_window)
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{
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XCloseDisplay(m_display);
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m_context = nullptr;
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}
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}
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}
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void GLContextGLX::Update()
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{
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m_render_window->UpdateDimensions();
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m_backbuffer_width = m_render_window->GetWidth();
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m_backbuffer_height = m_render_window->GetHeight();
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}
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