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- Move context to an explicit gl_context module
- Move surface context to a dedicated swapchain abstraction
- Allow headless creation of OpenGL contexts, this is what will be used
by default when creating buffers and stuff like that in devices when
no surface/swapchain is present, and new created contexts will inherit
from this context.
Next thing to be done is a render pass needs to be created which
explicitly sets the vertex/index buffers and creates the VAO for you
internally (and caches it).
Because I currently cant use this headless mode without it breaking
stuff due to the vao not being shared.
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