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

From 9ab20251277d001ee34caeb59a7eaa54b40af622 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.
---
 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 b6436f0cc6b3..77a457fbbd2b 100644
--- a/src/video/wayland/SDL_waylandwindow.c
+++ b/src/video/wayland/SDL_waylandwindow.c
@@ -2089,13 +2089,6 @@ int Wayland_CreateWindow(SDL_VideoDevice *_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;
     }