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Call context GetProcAddress directly
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fb418b26d7
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@ -372,9 +372,9 @@ GLFWbool _glfwRefreshContextAttribs(const _GLFWctxconfig* ctxconfig)
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_GLFWwindow* window = _glfwPlatformGetCurrentContext();
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_GLFWwindow* window = _glfwPlatformGetCurrentContext();
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window->context.GetIntegerv = (PFNGLGETINTEGERVPROC)
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window->context.GetIntegerv = (PFNGLGETINTEGERVPROC)
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glfwGetProcAddress("glGetIntegerv");
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window->context.getProcAddress("glGetIntegerv");
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window->context.GetString = (PFNGLGETSTRINGPROC)
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window->context.GetString = (PFNGLGETSTRINGPROC)
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glfwGetProcAddress("glGetString");
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window->context.getProcAddress("glGetString");
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if (!window->context.GetIntegerv || !window->context.GetString)
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if (!window->context.GetIntegerv || !window->context.GetString)
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{
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{
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_glfwInputError(GLFW_PLATFORM_ERROR, "Entry point retrieval is broken");
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_glfwInputError(GLFW_PLATFORM_ERROR, "Entry point retrieval is broken");
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@ -416,7 +416,7 @@ GLFWbool _glfwRefreshContextAttribs(const _GLFWctxconfig* ctxconfig)
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// users as early as possible that their build may be broken
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// users as early as possible that their build may be broken
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window->context.GetStringi = (PFNGLGETSTRINGIPROC)
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window->context.GetStringi = (PFNGLGETSTRINGIPROC)
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glfwGetProcAddress("glGetStringi");
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window->context.getProcAddress("glGetStringi");
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if (!window->context.GetStringi)
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if (!window->context.GetStringi)
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{
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{
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_glfwInputError(GLFW_PLATFORM_ERROR,
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_glfwInputError(GLFW_PLATFORM_ERROR,
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@ -521,7 +521,8 @@ GLFWbool _glfwRefreshContextAttribs(const _GLFWctxconfig* ctxconfig)
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// Clearing the front buffer to black to avoid garbage pixels left over from
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// Clearing the front buffer to black to avoid garbage pixels left over from
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// previous uses of our bit of VRAM
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// previous uses of our bit of VRAM
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{
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{
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PFNGLCLEARPROC glClear = (PFNGLCLEARPROC) glfwGetProcAddress("glClear");
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PFNGLCLEARPROC glClear = (PFNGLCLEARPROC)
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window->context.getProcAddress("glClear");
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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window->context.swapBuffers(window);
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window->context.swapBuffers(window);
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}
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}
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