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https://github.com/glfw/glfw.git
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NSGL: Remove problematic swap interval workaround
Fixes #1483.
(cherry picked from commit 54e8e0b092
)
This commit is contained in:
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7c9d0081e3
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@ -143,6 +143,7 @@ information on what to include when reporting a bug.
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- [Wayland] Bugfix: The `GLFW_HAND_CURSOR` shape used the wrong image (#1432)
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- [Wayland] Bugfix: The `GLFW_HAND_CURSOR` shape used the wrong image (#1432)
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- [NSGL] Bugfix: `GLFW_COCOA_RETINA_FRAMEBUFFER` had no effect on newer
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- [NSGL] Bugfix: `GLFW_COCOA_RETINA_FRAMEBUFFER` had no effect on newer
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macOS versions (#1442)
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macOS versions (#1442)
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- [NSGL] Bugfix: Workaround for swap interval on 10.14 broke on 10.12 (#1483)
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## Contact
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## Contact
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@ -322,12 +322,6 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
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_glfwInputWindowFocus(window, GLFW_FALSE);
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_glfwInputWindowFocus(window, GLFW_FALSE);
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}
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}
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- (void)windowDidChangeScreen:(NSNotification *)notification
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{
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if (window->context.source == GLFW_NATIVE_CONTEXT_API)
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_glfwUpdateDisplayLinkDisplayNSGL(window);
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}
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@end
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@end
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@ -44,10 +44,6 @@ typedef struct _GLFWcontextNSGL
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{
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{
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id pixelFormat;
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id pixelFormat;
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id object;
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id object;
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CVDisplayLinkRef displayLink;
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atomic_int swapInterval;
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int swapIntervalsPassed;
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id swapIntervalCond;
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} _GLFWcontextNSGL;
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} _GLFWcontextNSGL;
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@ -67,5 +63,4 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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const _GLFWctxconfig* ctxconfig,
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const _GLFWctxconfig* ctxconfig,
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const _GLFWfbconfig* fbconfig);
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const _GLFWfbconfig* fbconfig);
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void _glfwDestroyContextNSGL(_GLFWwindow* window);
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void _glfwDestroyContextNSGL(_GLFWwindow* window);
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void _glfwUpdateDisplayLinkDisplayNSGL(_GLFWwindow* window);
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@ -28,30 +28,6 @@
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#include "internal.h"
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#include "internal.h"
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// Display link callback for manual swap interval implementation
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// This is based on a similar workaround added to SDL2
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//
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static CVReturn displayLinkCallback(CVDisplayLinkRef displayLink,
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const CVTimeStamp* now,
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const CVTimeStamp* outputTime,
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CVOptionFlags flagsIn,
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CVOptionFlags* flagsOut,
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void* userInfo)
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{
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_GLFWwindow* window = (_GLFWwindow *) userInfo;
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const int interval = atomic_load(&window->context.nsgl.swapInterval);
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if (interval > 0)
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{
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[window->context.nsgl.swapIntervalCond lock];
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window->context.nsgl.swapIntervalsPassed++;
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[window->context.nsgl.swapIntervalCond signal];
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[window->context.nsgl.swapIntervalCond unlock];
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}
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return kCVReturnSuccess;
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}
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static void makeContextCurrentNSGL(_GLFWwindow* window)
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static void makeContextCurrentNSGL(_GLFWwindow* window)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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@ -69,33 +45,21 @@ static void makeContextCurrentNSGL(_GLFWwindow* window)
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static void swapBuffersNSGL(_GLFWwindow* window)
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static void swapBuffersNSGL(_GLFWwindow* window)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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const int interval = atomic_load(&window->context.nsgl.swapInterval);
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if (interval > 0)
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{
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[window->context.nsgl.swapIntervalCond lock];
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do
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{
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[window->context.nsgl.swapIntervalCond wait];
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} while (window->context.nsgl.swapIntervalsPassed % interval != 0);
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window->context.nsgl.swapIntervalsPassed = 0;
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[window->context.nsgl.swapIntervalCond unlock];
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}
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// ARP appears to be unnecessary, but this is future-proof
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[window->context.nsgl.object flushBuffer];
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[window->context.nsgl.object flushBuffer];
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} // autoreleasepool
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} // autoreleasepool
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}
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}
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static void swapIntervalNSGL(int interval)
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static void swapIntervalNSGL(int interval)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
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atomic_store(&window->context.nsgl.swapInterval, interval);
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NSOpenGLContext* context = [NSOpenGLContext currentContext];
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[window->context.nsgl.swapIntervalCond lock];
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if (context)
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window->context.nsgl.swapIntervalsPassed = 0;
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{
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[window->context.nsgl.swapIntervalCond unlock];
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[context setValues:&interval
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forParameter:NSOpenGLContextParameterSwapInterval];
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}
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} // autoreleasepool
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} // autoreleasepool
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}
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}
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@ -123,17 +87,6 @@ static void destroyContextNSGL(_GLFWwindow* window)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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if (window->context.nsgl.displayLink)
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{
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if (CVDisplayLinkIsRunning(window->context.nsgl.displayLink))
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CVDisplayLinkStop(window->context.nsgl.displayLink);
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CVDisplayLinkRelease(window->context.nsgl.displayLink);
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}
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[window->context.nsgl.swapIntervalCond release];
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window->context.nsgl.swapIntervalCond = nil;
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[window->context.nsgl.pixelFormat release];
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[window->context.nsgl.pixelFormat release];
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window->context.nsgl.pixelFormat = nil;
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window->context.nsgl.pixelFormat = nil;
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@ -363,14 +316,8 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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[window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.retina];
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[window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.retina];
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GLint interval = 0;
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[window->context.nsgl.object setValues:&interval
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forParameter:NSOpenGLContextParameterSwapInterval];
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[window->context.nsgl.object setView:window->ns.view];
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[window->context.nsgl.object setView:window->ns.view];
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window->context.nsgl.swapIntervalCond = [NSCondition new];
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window->context.makeCurrent = makeContextCurrentNSGL;
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window->context.makeCurrent = makeContextCurrentNSGL;
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window->context.swapBuffers = swapBuffersNSGL;
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window->context.swapBuffers = swapBuffersNSGL;
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window->context.swapInterval = swapIntervalNSGL;
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window->context.swapInterval = swapIntervalNSGL;
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@ -378,26 +325,9 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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window->context.getProcAddress = getProcAddressNSGL;
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window->context.getProcAddress = getProcAddressNSGL;
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window->context.destroy = destroyContextNSGL;
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window->context.destroy = destroyContextNSGL;
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CVDisplayLinkCreateWithActiveCGDisplays(&window->context.nsgl.displayLink);
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CVDisplayLinkSetOutputCallback(window->context.nsgl.displayLink,
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&displayLinkCallback,
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window);
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CVDisplayLinkStart(window->context.nsgl.displayLink);
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_glfwUpdateDisplayLinkDisplayNSGL(window);
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return GLFW_TRUE;
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return GLFW_TRUE;
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}
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}
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void _glfwUpdateDisplayLinkDisplayNSGL(_GLFWwindow* window)
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{
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CGDirectDisplayID displayID =
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[[[window->ns.object screen] deviceDescription][@"NSScreenNumber"] unsignedIntValue];
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if (!displayID)
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return;
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CVDisplayLinkSetCurrentCGDisplay(window->context.nsgl.displayLink, displayID);
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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////// GLFW native API //////
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////// GLFW native API //////
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