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In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread.
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@ -132,17 +132,6 @@ bool cInterfaceEGL::Create(void *&window_handle)
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exit(1);
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exit(1);
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}
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}
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if (!eglMakeCurrent(GLWin.egl_dpy, GLWin.egl_surf, GLWin.egl_surf, GLWin.egl_ctx)) {
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INFO_LOG(VIDEO, "Error: eglMakeCurrent() failed\n");
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return false;
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}
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INFO_LOG(VIDEO, "GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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INFO_LOG(VIDEO, "GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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INFO_LOG(VIDEO, "GL_VERSION: %s\n", glGetString(GL_VERSION));
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INFO_LOG(VIDEO, "GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
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Platform.ToggleFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
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Platform.ToggleFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
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window_handle = (void *)GLWin.native_window;
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window_handle = (void *)GLWin.native_window;
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