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[client] egl: refactor to use project naming standard
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@@ -127,24 +127,22 @@ typedef struct EGL_TextureOps
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}
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EGL_TextureOps;
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bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display,
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bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
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EGL_TexType type, bool streaming);
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void egl_texture_free(EGL_Texture ** tex);
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bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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size_t width, size_t height, size_t stride);
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bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
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bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer);
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bool egl_texture_update_from_frame(EGL_Texture * texture,
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bool egl_textureUpdateFromFrame(EGL_Texture * texture,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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int damageRectsCount);
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bool egl_texture_update_from_dma(EGL_Texture * texture,
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bool egl_textureUpdateFromDMA(EGL_Texture * texture,
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const FrameBuffer * frame, const int dmaFd);
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture);
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enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture);
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int egl_texture_count(EGL_Texture * texture);
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enum EGL_TexStatus egl_textureBind(EGL_Texture * texture);
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