SDL: wayland: Don't initialize OpenGL when the window flags didn't specify it (f522c)

From f522c5380cb371a83d21d3d01f088ce5b9531263 Mon Sep 17 00:00:00 2001
From: Frank Praznik <[EMAIL REDACTED]>
Date: Mon, 26 Jun 2023 11:58:56 -0400
Subject: [PATCH] wayland: Don't initialize OpenGL when the window flags didn't
 specify it

Applications that don't specify a rendering flag are likely handling Vulkan/GL themselves, so SDL loading OpenGL by default in this case is unnecessary overhead, and if a render backend requires it, the window will be recreated with the appropriate flags when the renderer is initialized.

(cherry picked from commit 9ab20251277d001ee34caeb59a7eaa54b40af622)
---
 src/video/wayland/SDL_waylandwindow.c | 7 -------
 1 file changed, 7 deletions(-)

diff --git a/src/video/wayland/SDL_waylandwindow.c b/src/video/wayland/SDL_waylandwindow.c
index 303f5982b7d9..a1ebf750700a 100644
--- a/src/video/wayland/SDL_waylandwindow.c
+++ b/src/video/wayland/SDL_waylandwindow.c
@@ -2001,13 +2001,6 @@ int Wayland_CreateWindow(_THIS, SDL_Window *window)
     c = _this->driverdata;
     window->driverdata = data;
 
-    if (!(window->flags & SDL_WINDOW_VULKAN)) {
-        if (!(window->flags & SDL_WINDOW_OPENGL)) {
-            SDL_GL_LoadLibrary(NULL);
-            window->flags |= SDL_WINDOW_OPENGL;
-        }
-    }
-
     if (window->x == SDL_WINDOWPOS_UNDEFINED) {
         window->x = 0;
     }