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https://git.sr.ht/~eliasnaur/gio
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d9212263aa
The macOS backend uses a desktop OpenGL context, not a OpenGL ES context. The main difference is that sRGB have to be enabled and a vertex buffer must be bound. Do that and fix Window.Screenshot for scenes more complex than a glClear. Signed-off-by: Elias Naur <mail@eliasnaur.com>
8 lines
504 B
C
8 lines
504 B
C
// SPDX-License-Identifier: Unlicense OR MIT
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__attribute__ ((visibility ("hidden"))) CFTypeRef gio_headless_newContext(void);
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__attribute__ ((visibility ("hidden"))) void gio_headless_releaseContext(CFTypeRef ctxRef);
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__attribute__ ((visibility ("hidden"))) void gio_headless_clearCurrentContext(CFTypeRef ctxRef);
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__attribute__ ((visibility ("hidden"))) void gio_headless_makeCurrentContext(CFTypeRef ctxRef);
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__attribute__ ((visibility ("hidden"))) void gio_headless_prepareContext(CFTypeRef ctxRef);
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