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[egl] split out texture code into it's own object
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36
client/renderers/egl_texture.h
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36
client/renderers/egl_texture.h
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include "egl_shader.h"
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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typedef struct EGL_Texture EGL_Texture;
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bool egl_texture_init(EGL_Texture ** tex);
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void egl_texture_free(EGL_Texture ** tex);
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bool egl_texture_init_streaming(EGL_Texture * texture, size_t width, size_t height, size_t bufferSize);
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bool egl_texture_is_streaming (EGL_Texture * texture);
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bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer, size_t bufferSize);
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void egl_texture_bind (EGL_Texture * texture);
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