Use WGL for GL context creation on Windows ARM64 as well.
This may not work, as I'm not sure why the code originally did as it did. But this at least lets it compile, we'll need someone with a real Windows ARM device to test this as I only have a VM with no GPU acceleration.
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@ -10,7 +10,7 @@
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#endif
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Log_SetChannel(GL::Context);
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#if defined(_WIN32) && !defined(_M_ARM64)
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#if defined(_WIN32)
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#include "context_wgl.h"
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#elif defined(__APPLE__)
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#include "context_agl.h"
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@ -66,7 +66,7 @@ std::unique_ptr<GL::Context> Context::Create(const WindowInfo& wi, const Version
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}
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std::unique_ptr<Context> context;
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#if defined(_WIN32) && !defined(_M_ARM64)
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#if defined(_WIN32)
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context = ContextWGL::Create(wi, versions_to_try, num_versions_to_try);
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#elif defined(__APPLE__)
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context = ContextAGL::Create(wi, versions_to_try, num_versions_to_try);
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