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[client] egl: refactor to use project naming standard
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@@ -40,13 +40,13 @@ typedef struct TexFB
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}
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TexFB;
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static bool eglTexFB_init(EGL_Texture ** texture, EGLDisplay * display)
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static bool egl_texFBInit(EGL_Texture ** texture, EGLDisplay * display)
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{
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TexFB * this = calloc(sizeof(*this), 1);
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*texture = &this->base.base;
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EGL_Texture * parent = &this->base.base;
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if (!eglTexBuffer_stream_init(&parent, display))
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if (!egl_texBufferStreamInit(&parent, display))
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{
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free(this);
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*texture = NULL;
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@@ -59,16 +59,16 @@ static bool eglTexFB_init(EGL_Texture ** texture, EGLDisplay * display)
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return true;
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}
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void eglTexFB_free(EGL_Texture * texture)
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void egl_texFBFree(EGL_Texture * texture)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexFB * this = UPCAST(TexFB , parent );
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eglTexBuffer_free(texture);
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egl_texBufferFree(texture);
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free(this);
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}
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static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexFB * this = UPCAST(TexFB , parent );
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@@ -132,10 +132,10 @@ static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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EGL_TextureOps EGL_TextureFrameBuffer =
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{
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.init = eglTexFB_init,
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.free = eglTexFB_free,
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.setup = eglTexBuffer_stream_setup,
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.update = eglTexFB_update,
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.process = eglTexBuffer_stream_process,
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.bind = eglTexBuffer_stream_bind
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.init = egl_texFBInit,
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.free = egl_texFBFree,
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.setup = egl_texBufferStreamSetup,
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.update = egl_texFBUpdate,
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.process = egl_texBufferStreamProcess,
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.bind = egl_texBufferStreamBind
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};
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