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[client] egl: make use of glsl's textureSize function
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@ -46,7 +46,6 @@ struct DesktopShader
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EGL_Shader * shader;
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EGL_Shader * shader;
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GLint uTransform;
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GLint uTransform;
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GLint uDesktopSize;
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GLint uDesktopSize;
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GLint uTextureSize;
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GLint uScaleAlgo;
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GLint uScaleAlgo;
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GLint uNVGain;
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GLint uNVGain;
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GLint uCBMode;
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GLint uCBMode;
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@ -105,7 +104,6 @@ static bool egl_initDesktopShader(
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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
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shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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@ -428,11 +426,6 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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.location = shader->uDesktopSize,
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.location = shader->uDesktopSize,
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.f = { desktop->width, desktop->height },
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.f = { desktop->width, desktop->height },
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},
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},
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{
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.type = EGL_UNIFORM_TYPE_2I,
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.location = shader->uTextureSize,
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.i = { finalSizeX, finalSizeY },
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},
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{
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{
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.type = EGL_UNIFORM_TYPE_M3x2FV,
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.type = EGL_UNIFORM_TYPE_M3x2FV,
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.location = shader->uTransform,
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.location = shader->uTransform,
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@ -14,7 +14,6 @@ out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform int scaleAlgo;
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uniform ivec2 textureSize;
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uniform float nvGain;
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uniform float nvGain;
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uniform int cbMode;
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uniform int cbMode;
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@ -24,7 +23,8 @@ void main()
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switch (scaleAlgo)
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switch (scaleAlgo)
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{
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{
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case EGL_SCALE_NEAREST:
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case EGL_SCALE_NEAREST:
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color = texelFetch(sampler1, ivec2(uv * vec2(textureSize)), 0);
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vec2 ts = vec2(textureSize(sampler1, 0));
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color = texelFetch(sampler1, ivec2(uv * ts), 0);
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break;
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break;
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case EGL_SCALE_LINEAR:
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case EGL_SCALE_LINEAR:
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