Our thread safe checks ensure we're running on the main thread. This is not the model used by OpenGL where the "same thread" must be used by the context (but it does not need to be the main one) https://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_threading/opengl_threading.html#//apple_ref/doc/uid/TP40001987-CH409-SW1 https://bugzilla.xamarin.com/show_bug.cgi?id=60826
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@ -8201,6 +8201,7 @@ namespace AppKit {
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//NSFetchRequest DefaultFetchRequest { get; }
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}
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[ThreadSafe]
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[BaseType (typeof (NSObject))]
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interface NSOpenGLPixelFormat : NSCoding {
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[Export ("initWithData:")]
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@ -8220,6 +8221,7 @@ namespace AppKit {
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CGLPixelFormat CGLPixelFormat { get; }
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}
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[ThreadSafe]
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[Availability (Deprecated = Platform.Mac_10_7)]
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[BaseType (typeof (NSObject))]
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interface NSOpenGLPixelBuffer {
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@ -8249,6 +8251,7 @@ namespace AppKit {
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int TextureMaxMipMapLevel { get; } /* GLint = int32_t */
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}
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[ThreadSafe] // single thread - but not restricted to the main thread
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[BaseType (typeof (NSObject))]
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[DisableDefaultCtor] // warns with "invalid context" at runtime
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interface NSOpenGLContext {
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