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GLX: Remove evdpy / dpy split
Move to one display. There's no reason to have two displays here -- the comment stated that one should touch GLX and one should touch window events, and that they should be touched from different threads, but the current code wasn't this careful. Just use one Display connection.
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3 changed files with 15 additions and 19 deletions
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@ -15,7 +15,7 @@ static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = nullptr;
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// Show the current FPS
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void cInterfaceGLX::UpdateFPSDisplay(const std::string& text)
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{
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XStoreName(GLWin.evdpy, GLWin.win, text.c_str());
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XStoreName(GLWin.dpy, GLWin.win, text.c_str());
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}
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void cInterfaceGLX::SwapInterval(int Interval)
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@ -65,7 +65,6 @@ bool cInterfaceGLX::Create(void *&window_handle)
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None };
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GLWin.dpy = XOpenDisplay(nullptr);
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GLWin.evdpy = XOpenDisplay(nullptr);
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GLWin.parent = (Window)window_handle;
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GLWin.screen = DefaultScreen(GLWin.dpy);
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if (GLWin.parent == 0)
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@ -134,7 +133,6 @@ void cInterfaceGLX::Shutdown()
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{
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glXDestroyContext(GLWin.dpy, GLWin.ctx);
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XCloseDisplay(GLWin.dpy);
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XCloseDisplay(GLWin.evdpy);
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GLWin.ctx = nullptr;
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}
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}
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