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Headless: Make all GPU backends work correctly on Windows
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@@ -1236,7 +1236,12 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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System_SetWindowTitle("");
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System_Notify(SystemNotification::UI);
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std::thread mainThread = std::thread([]() {
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WindowDesc desc;
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desc.winsys = WINDOWSYSTEM_WIN32;
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desc.data1 = MainWindow::GetHInstance();
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desc.data2 = MainWindow::GetHWND();
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std::thread mainThread = std::thread([desc]() {
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// TODO: We can really merge all of this into MainThreadFunc
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std::string errorMessage;
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std::string *deviceNameSetting;
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@@ -1245,7 +1250,7 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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HandleGraphicsFailure(errorMessage);
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return;
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}
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if (!MainThreadFunc(graphicsContext.get(), new NativeApplication(), WINDOWSYSTEM_WIN32, MainWindow::GetHInstance(), MainWindow::GetHWND(),
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if (!MainThreadFunc(graphicsContext.get(), new NativeApplication(), desc,
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[](GraphicsContext *graphicsContext) {
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NativeFrame(graphicsContext);
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return GetUIState() != UISTATE_EXIT;
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