Add the EGL display as a context member.

This prevents having to access the current display though TLS.

Change-Id: Ic93d0f88096a7e7e50318dbafb9b32da5fbc50a2
Reviewed-on: https://swiftshader-review.googlesource.com/5511
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libGLESv2/main.cpp b/src/OpenGL/libGLESv2/main.cpp
index 99d24e1..001aa7a 100644
--- a/src/OpenGL/libGLESv2/main.cpp
+++ b/src/OpenGL/libGLESv2/main.cpp
@@ -1327,11 +1327,11 @@
 }
 }
 
-egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
+egl::Context *es2CreateContext(egl::Display *display, const egl::Config *config, const egl::Context *shareContext, int clientVersion);
 extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
 egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
 egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
-sw::FrameBuffer *createFrameBuffer(void *display, EGLNativeWindowType window, int width, int height);
+sw::FrameBuffer *createFrameBuffer(void *nativeDisplay, EGLNativeWindowType window, int width, int height);
 
 LibGLESv2exports::LibGLESv2exports()
 {