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Win32: Make thread functions backend independent
This is work towards allowing the Null backend to build for Windows using the Win32 threading API, without the Win32 backend being enabled.
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+1
-18
@@ -356,6 +356,7 @@ typedef struct VkWin32SurfaceCreateInfoKHR
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typedef VkResult (APIENTRY *PFN_vkCreateWin32SurfaceKHR)(VkInstance,const VkWin32SurfaceCreateInfoKHR*,const VkAllocationCallbacks*,VkSurfaceKHR*);
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typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR)(VkPhysicalDevice,uint32_t);
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#include "win32_thread.h"
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#include "win32_joystick.h"
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#if !defined(_GLFW_WNDCLASSNAME)
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@@ -367,8 +368,6 @@ typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR)(
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#define _GLFW_PLATFORM_LIBRARY_TIMER_STATE _GLFWtimerWin32 win32
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#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorWin32 win32
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#define _GLFW_PLATFORM_CURSOR_STATE _GLFWcursorWin32 win32
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#define _GLFW_PLATFORM_TLS_STATE _GLFWtlsWin32 win32
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#define _GLFW_PLATFORM_MUTEX_STATE _GLFWmutexWin32 win32
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#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextWGL wgl
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#define _GLFW_PLATFORM_LIBRARY_CONTEXT_STATE _GLFWlibraryWGL wgl
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@@ -536,22 +535,6 @@ typedef struct _GLFWtimerWin32
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uint64_t frequency;
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} _GLFWtimerWin32;
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// Win32-specific thread local storage data
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//
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typedef struct _GLFWtlsWin32
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{
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GLFWbool allocated;
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DWORD index;
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} _GLFWtlsWin32;
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// Win32-specific mutex data
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//
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typedef struct _GLFWmutexWin32
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{
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GLFWbool allocated;
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CRITICAL_SECTION section;
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} _GLFWmutexWin32;
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GLFWbool _glfwRegisterWindowClassWin32(void);
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void _glfwUnregisterWindowClassWin32(void);
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