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A multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. It provides a simple API for creating windows, contexts and surfaces, receiving input and events.

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.glfw;

import static org.lwjgl.system.APIUtil.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;

/** Native bindings to the GLFW library's GLX native access functions. */
public class GLFWNativeGLX {

	protected GLFWNativeGLX() {
		throw new UnsupportedOperationException();
	}

	/** Contains the function pointers loaded from {@code GLFW.getLibrary()}. */
	public static final class Functions {

		private Functions() {}

		/** Function address. */
		public static final long
			GetGLXContext = apiGetFunctionAddress(GLFW.getLibrary(), "glfwGetGLXContext"),
			GetGLXWindow  = apiGetFunctionAddress(GLFW.getLibrary(), "glfwGetGLXWindow");

	}

	// --- [ glfwGetGLXContext ] ---

	/**
	 * Returns the {@code GLXContext} of the specified window.
	 * 
	 * 

This function may be called from any thread. Access is not synchronized.

* * @param window a GLFW window * * @return the {@code GLXContext} of the specified window, or {@code NULL} if an error occurred. * * @since version 3.0 */ public static long glfwGetGLXContext(long window) { long __functionAddress = Functions.GetGLXContext; if ( CHECKS ) checkPointer(window); return invokePP(__functionAddress, window); } // --- [ glfwGetGLXWindow ] --- /** * Returns the {@code GLXWindow} of the specified window. * *

This function may be called from any thread. Access is not synchronized.

* * @param window a GLFW window * * @return the {@code GLXWindow} of the specified window, or {@code None} if an error occurred. * * @since version 3.2 */ public static long glfwGetGLXWindow(long window) { long __functionAddress = Functions.GetGLXWindow; if ( CHECKS ) checkPointer(window); return invokePP(__functionAddress, window); } }




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