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Make sure Gfx_LoseContext doesn't raise GfxEvents.ContextLost if context is already lost
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@ -66,6 +66,7 @@ static void Gfx_LimitFPS(void) {
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}
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void Gfx_LoseContext(const char* reason) {
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if (Gfx.LostContext) return;
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Gfx.LostContext = true;
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Platform_Log1("Lost graphics context: %c", reason);
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@ -932,13 +933,7 @@ void Gfx_GetApiInfo(String* lines) {
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String_Format1(&lines[5], "Depth buffer bits: %i", &depthBits);
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}
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void Gfx_OnWindowResize(void) {
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if (Gfx.LostContext) return;
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Gfx_LoseContext(" (resizing window)");
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/* NOTE: Windows enters a size/move modal loop. (WM_ENTERSIZEMOVE) */
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/* This blocks the normal game loop from running, which means */
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/* Gfx_OnWindowResize can end up getting called multiple times. */
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}
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void Gfx_OnWindowResize(void) { Gfx_LoseContext(" (resizing window)"); }
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#endif
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