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https://github.com/glfw/glfw.git
synced 2024-11-22 21:14:35 +00:00
WGL context option cleanup.
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parent
cf38b34f45
commit
bd31ea0a69
@ -499,6 +499,22 @@ void _glfwDestroyContext(_GLFWwindow* window)
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}
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//========================================================================
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// Analyzes the specified context for possible recreation
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//========================================================================
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int _glfwAnalyzeContext(const _GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig)
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{
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#if _GLFW_WIN32
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return _GLFW_RECREATION_NOT_NEEDED;
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#else
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return 0;
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#endif
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}
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//========================================================================
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// Make the OpenGL context associated with the specified window current
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//========================================================================
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@ -329,12 +329,16 @@ static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
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// Creates an OpenGL context on the specified device context
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//========================================================================
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#define setWGLattrib(attribName, attribValue) \
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attribs[index++] = attribName; \
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attribs[index++] = attribValue;
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static GLboolean createContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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int pixelFormat)
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{
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int attribs[40];
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PIXELFORMATDESCRIPTOR pfd;
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int i = 0, attribs[40];
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HGLRC share = NULL;
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if (wndconfig->share)
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@ -356,94 +360,56 @@ static GLboolean createContext(_GLFWwindow* window,
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if (window->WGL.ARB_create_context)
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{
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// Use the newer wglCreateContextAttribsARB creation method
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int index = 0, mask = 0, flags = 0, strategy = 0;
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if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
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if (wndconfig->clientAPI == GLFW_OPENGL_API)
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{
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// Request an explicitly versioned context
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attribs[i++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
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attribs[i++] = wndconfig->glMajor;
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attribs[i++] = WGL_CONTEXT_MINOR_VERSION_ARB;
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attribs[i++] = wndconfig->glMinor;
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}
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if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
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{
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if (!window->WGL.ARB_create_context_profile ||
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!window->WGL.EXT_create_context_es2_profile)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"Win32/WGL: OpenGL ES 2.x requested but "
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"WGL_EXT_create_context_es2_profile is unavailable");
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return GL_FALSE;
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}
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attribs[i++] = WGL_CONTEXT_PROFILE_MASK_ARB;
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attribs[i++] = WGL_CONTEXT_ES2_PROFILE_BIT_EXT;
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}
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if (wndconfig->glForward || wndconfig->glDebug || wndconfig->glRobustness)
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{
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int flags = 0;
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if (wndconfig->glForward)
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flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
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if (wndconfig->glDebug)
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flags |= WGL_CONTEXT_DEBUG_BIT_ARB;
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if (wndconfig->glRobustness)
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flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
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attribs[i++] = WGL_CONTEXT_FLAGS_ARB;
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attribs[i++] = flags;
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}
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if (wndconfig->glProfile)
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{
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int flags = 0;
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if (!window->WGL.ARB_create_context_profile)
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if (wndconfig->glProfile)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: OpenGL profile requested but "
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"WGL_ARB_create_context_profile is unavailable");
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return GL_FALSE;
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if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
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mask |= WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
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else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
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mask |= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
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}
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if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
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flags = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
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else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
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flags = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
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attribs[i++] = WGL_CONTEXT_PROFILE_MASK_ARB;
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attribs[i++] = flags;
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}
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else
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mask |= WGL_CONTEXT_ES2_PROFILE_BIT_EXT;
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if (wndconfig->glRobustness)
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{
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int strategy = 0;
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if (!window->WGL.ARB_create_context_robustness)
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if (window->WGL.ARB_create_context_robustness)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: An OpenGL robustness strategy was "
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"requested but WGL_ARB_create_context_robustness "
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"is unavailable");
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return GL_FALSE;
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if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
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strategy = WGL_NO_RESET_NOTIFICATION_ARB;
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else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
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strategy = WGL_LOSE_CONTEXT_ON_RESET_ARB;
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flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB;
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}
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if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
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strategy = WGL_NO_RESET_NOTIFICATION_ARB;
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else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
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strategy = WGL_LOSE_CONTEXT_ON_RESET_ARB;
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attribs[i++] = WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB;
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attribs[i++] = strategy;
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}
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attribs[i++] = 0;
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if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
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{
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setWGLattrib(WGL_CONTEXT_MAJOR_VERSION_ARB, wndconfig->glMajor);
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setWGLattrib(WGL_CONTEXT_MINOR_VERSION_ARB, wndconfig->glMinor);
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}
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if (flags)
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setWGLattrib(WGL_CONTEXT_FLAGS_ARB, flags);
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if (mask)
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setWGLattrib(WGL_CONTEXT_PROFILE_MASK_ARB, mask);
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if (strategy)
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setWGLattrib(WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB, strategy);
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setWGLattrib(0, 0);
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window->WGL.context = window->WGL.CreateContextAttribsARB(window->WGL.DC,
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share,
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@ -483,6 +449,8 @@ static GLboolean createContext(_GLFWwindow* window,
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return GL_TRUE;
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}
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#undef setWGLattrib
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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@ -554,6 +522,91 @@ void _glfwDestroyContext(_GLFWwindow* window)
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}
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//========================================================================
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// Analyzes the specified context for possible recreation
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//========================================================================
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int _glfwAnalyzeContext(const _GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig)
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{
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GLboolean required = GL_FALSE;
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if (wndconfig->clientAPI == GLFW_OPENGL_API)
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{
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if (wndconfig->glForward)
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{
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if (!window->WGL.ARB_create_context)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: A forward compatible OpenGL context "
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"requested but WGL_ARB_create_context is "
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"unavailable");
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return _GLFW_RECREATION_IMPOSSIBLE;
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}
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required = GL_TRUE;
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}
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if (wndconfig->glProfile)
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{
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if (!window->WGL.ARB_create_context_profile)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: OpenGL profile requested but "
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"WGL_ARB_create_context_profile is unavailable");
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return _GLFW_RECREATION_IMPOSSIBLE;
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}
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required = GL_TRUE;
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}
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}
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else
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{
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if (!window->WGL.ARB_create_context ||
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!window->WGL.ARB_create_context_profile ||
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!window->WGL.EXT_create_context_es2_profile)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: OpenGL ES requested but "
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"WGL_ARB_create_context_es2_profile is unavailable");
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return _GLFW_RECREATION_IMPOSSIBLE;
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}
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required = GL_TRUE;
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}
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if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
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{
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if (window->WGL.ARB_create_context)
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required = GL_TRUE;
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}
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if (wndconfig->glDebug)
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{
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if (window->WGL.ARB_create_context)
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required = GL_TRUE;
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}
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if (fbconfig->samples > 0)
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{
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// We want FSAA, but can we get it?
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// FSAA is not a hard constraint, so otherwise we just don't care
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if (window->WGL.ARB_multisample && window->WGL.ARB_pixel_format)
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{
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// We appear to have both the extension and the means to ask for it
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required = GL_TRUE;
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}
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}
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if (required)
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return _GLFW_RECREATION_REQUIRED;
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return _GLFW_RECREATION_NOT_NEEDED;
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW platform API //////
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//////////////////////////////////////////////////////////////////////////
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@ -104,6 +104,10 @@ typedef DWORD (WINAPI * TIMEGETTIME_T) (void);
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// between applications using different versions of GLFW
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#define _GLFW_WNDCLASSNAME L"GLFW30"
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#define _GLFW_RECREATION_NOT_NEEDED 0
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#define _GLFW_RECREATION_REQUIRED 1
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#define _GLFW_RECREATION_IMPOSSIBLE 2
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#if defined(_GLFW_WGL)
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#include "wgl_platform.h"
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@ -206,6 +210,9 @@ int _glfwCreateContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig);
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void _glfwDestroyContext(_GLFWwindow* window);
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int _glfwAnalyzeContext(const _GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig);
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// Fullscreen support
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void _glfwSetVideoMode(int* width, int* height,
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@ -853,7 +853,7 @@ int _glfwPlatformCreateWindow(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig)
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{
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GLboolean recreateContext = GL_FALSE;
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int status;
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window->Win32.desiredRefreshRate = wndconfig->refreshRate;
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@ -887,57 +887,12 @@ int _glfwPlatformCreateWindow(_GLFWwindow* window,
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if (!createWindow(window, wndconfig, fbconfig))
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return GL_FALSE;
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if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
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{
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if (window->WGL.ARB_create_context)
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recreateContext = GL_TRUE;
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}
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status = _glfwAnalyzeContext(window, wndconfig, fbconfig);
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if (wndconfig->glDebug)
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{
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if (window->WGL.ARB_create_context)
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recreateContext = GL_TRUE;
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}
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if (status == _GLFW_RECREATION_IMPOSSIBLE)
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return GL_FALSE;
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if (wndconfig->glForward)
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{
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if (!window->WGL.ARB_create_context)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: A forward compatible OpenGL context requested "
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"but WGL_ARB_create_context is unavailable");
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return GL_FALSE;
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}
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recreateContext = GL_TRUE;
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}
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if (wndconfig->glProfile)
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{
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if (!window->WGL.ARB_create_context_profile)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
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"WGL: OpenGL profile requested but "
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"WGL_ARB_create_context_profile is unavailable");
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return GL_FALSE;
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}
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recreateContext = GL_TRUE;
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}
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if (fbconfig->samples > 0)
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{
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// We want FSAA, but can we get it?
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// FSAA is not a hard constraint, so otherwise we just don't care
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if (window->WGL.ARB_multisample && window->WGL.ARB_pixel_format)
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{
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// We appear to have both the FSAA extension and the means to ask for it
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recreateContext = GL_TRUE;
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}
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}
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if (recreateContext)
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if (status == _GLFW_RECREATION_REQUIRED)
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{
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// Some window hints require us to re-create the context using WGL
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// extensions retrieved through the current context, as we cannot check
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