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+/*!
+
+@page context_guide Context guide
+
+@tableofcontents
+
+This guide introduces the OpenGL and OpenGL ES context related functions of
+GLFW. For details on a specific function in this category, see the @ref
+context. There are also guides for the other areas of the GLFW API.
+
+ - @ref intro_guide
+ - @ref window_guide
+ - @ref vulkan_guide
+ - @ref monitor_guide
+ - @ref input_guide
+
+
+@section context_object Context objects
+
+A window object encapsulates both a top-level window and an OpenGL or OpenGL ES
+context. It is created with @ref glfwCreateWindow and destroyed with @ref
+glfwDestroyWindow or @ref glfwTerminate. See @ref window_creation for more
+information.
+
+As the window and context are inseparably linked, the window object also serves
+as the context handle.
+
+To test the creation of various kinds of contexts and see their properties, run
+the `glfwinfo` test program.
+
+@note Vulkan does not have a context and the Vulkan instance is created via the
+Vulkan API itself. If you will be using Vulkan to render to a window, disable
+context creation by setting the [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint)
+hint to `GLFW_NO_API`. For more information, see the @ref vulkan_guide.
+
+
+@subsection context_hints Context creation hints
+
+There are a number of hints, specified using @ref glfwWindowHint, related to
+what kind of context is created. See
+[context related hints](@ref window_hints_ctx) in the window guide.
+
+
+@subsection context_sharing Context object sharing
+
+When creating a window and its OpenGL or OpenGL ES context with @ref
+glfwCreateWindow, you can specify another window whose context the new one
+should share its objects (textures, vertex and element buffers, etc.) with.
+
+@code
+GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
+@endcode
+
+Object sharing is implemented by the operating system and graphics driver. On
+platforms where it is possible to choose which types of objects are shared, GLFW
+requests that all types are shared.
+
+See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or
+[OpenGL ES](https://www.khronos.org/opengles/) reference documents for more
+information. The name and number of this chapter unfortunately varies between
+versions and APIs, but has at times been named _Shared Objects and Multiple
+Contexts_.
+
+GLFW comes with a barebones object sharing example program called `sharing`.
+
+
+@subsection context_offscreen Offscreen contexts
+
+GLFW doesn't support creating contexts without an associated window. However,
+contexts with hidden windows can be created with the
+[GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint.
+
+@code
+glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
+
+GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
+@endcode
+
+The window never needs to be shown and its context can be used as a plain
+offscreen context. Depending on the window manager, the size of a hidden
+window's framebuffer may not be usable or modifiable, so framebuffer
+objects are recommended for rendering with such contexts.
+
+You should still [process events](@ref events) as long as you have at least one
+window, even if none of them are visible.
+
+@macos The first time a window is created the menu bar is created. This is not
+desirable for example when writing a command-line only application. Menu bar
+creation can be disabled with the @ref GLFW_COCOA_MENUBAR init hint.
+
+
+@subsection context_less Windows without contexts
+
+You can disable context creation by setting the
+[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`. Windows
+without contexts must not be passed to @ref glfwMakeContextCurrent or @ref
+glfwSwapBuffers.
+
+
+@section context_current Current context
+
+Before you can make OpenGL or OpenGL ES calls, you need to have a current
+context of the correct type. A context can only be current for a single thread
+at a time, and a thread can only have a single context current at a time.
+
+When moving a context between threads, you must make it non-current on the old
+thread before making it current on the new one.
+
+The context of a window is made current with @ref glfwMakeContextCurrent.
+
+@code
+glfwMakeContextCurrent(window);
+@endcode
+
+The window of the current context is returned by @ref glfwGetCurrentContext.
+
+@code
+GLFWwindow* window = glfwGetCurrentContext();
+@endcode
+
+The following GLFW functions require a context to be current. Calling any these
+functions without a current context will generate a @ref GLFW_NO_CURRENT_CONTEXT
+error.
+
+ - @ref glfwSwapInterval
+ - @ref glfwExtensionSupported
+ - @ref glfwGetProcAddress
+
+
+@section context_swap Buffer swapping
+
+See @ref buffer_swap in the window guide.
+
+
+@section context_glext OpenGL and OpenGL ES extensions
+
+One of the benefits of OpenGL and OpenGL ES is their extensibility.
+Hardware vendors may include extensions in their implementations that extend the
+API before that functionality is included in a new version of the OpenGL or
+OpenGL ES specification, and some extensions are never included and remain
+as extensions until they become obsolete.
+
+An extension is defined by:
+
+- An extension name (e.g. `GL_ARB_gl_spirv`)
+- New OpenGL tokens (e.g. `GL_SPIR_V_BINARY_ARB`)
+- New OpenGL functions (e.g. `glSpecializeShaderARB`)
+
+Note the `ARB` affix, which stands for Architecture Review Board and is used
+for official extensions. The extension above was created by the ARB, but there
+are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD. Any
+group may also use the generic `EXT` affix. Lists of extensions, together with
+their specifications, can be found at the
+[OpenGL Registry](https://www.opengl.org/registry/) and
+[OpenGL ES Registry](https://www.khronos.org/registry/gles/).
+
+
+@subsection context_glext_auto Loading extension with a loader library
+
+An extension loader library is the easiest and best way to access both OpenGL and
+OpenGL ES extensions and modern versions of the core OpenGL or OpenGL ES APIs.
+They will take care of all the details of declaring and loading everything you
+need. One such library is [glad](https://github.com/Dav1dde/glad) and there are
+several others.
+
+The following example will use glad but all extension loader libraries work
+similarly.
+
+First you need to generate the source files using the glad Python script. This
+example generates a loader for any version of OpenGL, which is the default for
+both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific
+API versions and extension sets can be generated. The generated files are
+written to the `output` directory.
+
+@code{.sh}
+python main.py --generator c --no-loader --out-path output
+@endcode
+
+The `--no-loader` option is added because GLFW already provides a function for
+loading OpenGL and OpenGL ES function pointers, one that automatically uses the
+selected context creation API, and glad can call this instead of having to
+implement its own. There are several other command-line options as well. See
+the glad documentation for details.
+
+Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
+`output/include/KHR/khrplatform.h` files to your build. Then you need to
+include the glad header file, which will replace the OpenGL header of your
+development environment. By including the glad header before the GLFW header,
+it suppresses the development environment's OpenGL or OpenGL ES header.
+
+@code
+#include <glad/glad.h>
+#include <GLFW/glfw3.h>
+@endcode
+
+Finally you need to initialize glad once you have a suitable current context.
+
+@code
+window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
+if (!window)
+{
+ ...
+}
+
+glfwMakeContextCurrent(window);
+
+gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
+@endcode
+
+Once glad has been loaded, you have access to all OpenGL core and extension
+functions supported by both the context you created and the glad loader you
+generated and you are ready to start rendering.
+
+You can specify a minimum required OpenGL or OpenGL ES version with
+[context hints](@ref window_hints_ctx). If your needs are more complex, you can
+check the actual OpenGL or OpenGL ES version with
+[context attributes](@ref window_attribs_ctx), or you can check whether
+a specific version is supported by the current context with the
+`GLAD_GL_VERSION_x_x` booleans.
+
+@code
+if (GLAD_GL_VERSION_3_2)
+{
+ // Call OpenGL 3.2+ specific code
+}
+@endcode
+
+To check whether a specific extension is supported, use the `GLAD_GL_xxx`
+booleans.
+
+@code
+if (GLAD_GL_ARB_gl_spirv)
+{
+ // Use GL_ARB_gl_spirv
+}
+@endcode
+
+
+@subsection context_glext_manual Loading extensions manually
+
+__Do not use this technique__ unless it is absolutely necessary. An
+[extension loader library](@ref context_glext_auto) will save you a ton of
+tedious, repetitive, error prone work.
+
+To use a certain extension, you must first check whether the context supports
+that extension and then, if it introduces new functions, retrieve the pointers
+to those functions. GLFW provides @ref glfwExtensionSupported and @ref
+glfwGetProcAddress for manual loading of extensions and new API functions.
+
+This section will demonstrate manual loading of OpenGL extensions. The loading
+of OpenGL ES extensions is identical except for the name of the extension header.
+
+
+@subsubsection context_glext_header The glext.h header
+
+The `glext.h` extension header is a continually updated file that defines the
+interfaces for all OpenGL extensions. The latest version of this can always be
+found at the [OpenGL Registry](https://www.opengl.org/registry/). There are also
+extension headers for the various versions of OpenGL ES at the
+[OpenGL ES Registry](https://www.khronos.org/registry/gles/). It it strongly
+recommended that you use your own copy of the extension header, as the one
+included in your development environment may be several years out of date and
+may not include the extensions you wish to use.
+
+The header defines function pointer types for all functions of all extensions it
+supports. These have names like `PFNGLSPECIALIZESHADERARBPROC` (for
+`glSpecializeShaderARB`), i.e. the name is made uppercase and `PFN` (pointer
+to function) and `PROC` (procedure) are added to the ends.
+
+To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including
+the GLFW header.
+
+@code
+#define GLFW_INCLUDE_GLEXT
+#include <GLFW/glfw3.h>
+@endcode
+
+
+@subsubsection context_glext_string Checking for extensions
+
+A given machine may not actually support the extension (it may have older
+drivers or a graphics card that lacks the necessary hardware features), so it
+is necessary to check at run-time whether the context supports the extension.
+This is done with @ref glfwExtensionSupported.
+
+@code
+if (glfwExtensionSupported("GL_ARB_gl_spirv"))
+{
+ // The extension is supported by the current context
+}
+@endcode
+
+The argument is a null terminated ASCII string with the extension name. If the
+extension is supported, @ref glfwExtensionSupported returns `GLFW_TRUE`,
+otherwise it returns `GLFW_FALSE`.
+
+
+@subsubsection context_glext_proc Fetching function pointers
+
+Many extensions, though not all, require the use of new OpenGL functions.
+These functions often do not have entry points in the client API libraries of
+your operating system, making it necessary to fetch them at run time. You can
+retrieve pointers to these functions with @ref glfwGetProcAddress.
+
+@code
+PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
+@endcode
+
+In general, you should avoid giving the function pointer variables the (exact)
+same name as the function, as this may confuse your linker. Instead, you can
+use a different prefix, like above, or some other naming scheme.
+
+Now that all the pieces have been introduced, here is what they might look like
+when used together.
+
+@code
+#define GLFW_INCLUDE_GLEXT
+#include <GLFW/glfw3.h>
+
+#define glSpecializeShaderARB pfnSpecializeShaderARB
+PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB;
+
+// Flag indicating whether the extension is supported
+int has_ARB_gl_spirv = 0;
+
+void load_extensions(void)
+{
+ if (glfwExtensionSupported("GL_ARB_gl_spirv"))
+ {
+ pfnSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)
+ glfwGetProcAddress("glSpecializeShaderARB");
+ has_ARB_gl_spirv = 1;
+ }
+}
+
+void some_function(void)
+{
+ if (has_ARB_gl_spirv)
+ {
+ // Now the extension function can be called as usual
+ glSpecializeShaderARB(...);
+ }
+}
+@endcode
+
+*/