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OpenGL: Use C++ thread_local instead of JUCE ThreadLocal

This commit is contained in:
reuk 2024-10-23 19:17:33 +01:00
parent fcaf5adb25
commit e2e3d949c7
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@ -1351,16 +1351,16 @@ OpenGLContext* OpenGLContext::getContextAttachedTo (Component& c) noexcept
return nullptr; return nullptr;
} }
static ThreadLocalValue<OpenGLContext*> currentThreadActiveContext; thread_local OpenGLContext* currentThreadActiveContext = nullptr;
OpenGLContext* OpenGLContext::getCurrentContext() OpenGLContext* OpenGLContext::getCurrentContext()
{ {
return currentThreadActiveContext.get(); return currentThreadActiveContext;
} }
bool OpenGLContext::makeActive() const noexcept bool OpenGLContext::makeActive() const noexcept
{ {
auto& current = currentThreadActiveContext.get(); auto& current = currentThreadActiveContext;
if (nativeContext != nullptr && nativeContext->makeActive()) if (nativeContext != nullptr && nativeContext->makeActive())
{ {
@ -1380,7 +1380,7 @@ bool OpenGLContext::isActive() const noexcept
void OpenGLContext::deactivateCurrentContext() void OpenGLContext::deactivateCurrentContext()
{ {
NativeContext::deactivateCurrentContext(); NativeContext::deactivateCurrentContext();
currentThreadActiveContext.get() = nullptr; currentThreadActiveContext = nullptr;
} }
void OpenGLContext::triggerRepaint() void OpenGLContext::triggerRepaint()