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Don't assume OpenGL on Android
This prevents Vulkan from initializing by default. Fixes https://github.com/libsdl-org/SDL/issues/10279
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@@ -258,7 +258,7 @@ typedef struct
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static Uint32 SDL_DefaultGraphicsBackends(SDL_VideoDevice *_this)
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{
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#if (defined(SDL_VIDEO_OPENGL) && defined(SDL_PLATFORM_MACOS)) || (defined(SDL_PLATFORM_IOS) && !TARGET_OS_MACCATALYST) || defined(SDL_PLATFORM_ANDROID)
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#if (defined(SDL_VIDEO_OPENGL) && defined(SDL_PLATFORM_MACOS)) || (defined(SDL_PLATFORM_IOS) && !TARGET_OS_MACCATALYST)
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if (_this->GL_CreateContext) {
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return SDL_WINDOW_OPENGL;
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}
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