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The software and null renderers run without a hardware context. They come up at the end of retro_load_game, where a frontend with a context would call context_reset, and go down with the rest at unload. The software renderer's picture goes to video_refresh straight from its XFB texture, in one pass into XRGB8888 order, into a buffer that grows only with the picture: no GL texture upload, no draw, no window of its own. The GPU thread's g_gfx is the backend's own from the start.