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[client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not create a EGLImage from a DMABUF if the target is not GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a global search & replace on fragment shaders as needed to remain compatible, replacing `sampler2D` with `samplerExternalOES`. Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
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@@ -76,7 +76,8 @@ bool egl_damageInit(EGL_Damage ** damage)
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if (!egl_shaderCompile((*damage)->shader,
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b_shader_damage_vert, b_shader_damage_vert_size,
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b_shader_damage_frag, b_shader_damage_frag_size))
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b_shader_damage_frag, b_shader_damage_frag_size,
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false))
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{
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DEBUG_ERROR("Failed to compile the damage shader");
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return false;
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