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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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@@ -1,10 +1,12 @@
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform sampler2D sampler1;
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uniform vec3 uConfig;
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void main()
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@@ -13,7 +15,7 @@ void main()
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float vOffset = uConfig.y;
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float hOffset = uConfig.z;
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vec2 inRes = vec2(textureSize(texture, 0));
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vec2 inRes = vec2(textureSize(sampler1, 0));
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ivec2 point = ivec2(
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(floor((fragCoord * inRes) / pixelSize) * pixelSize) +
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pixelSize / 2.0f
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@@ -22,5 +24,5 @@ void main()
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point.x += int(pixelSize * hOffset);
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point.y += int(pixelSize * vOffset);
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fragColor = texelFetch(texture, point, 0);
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fragColor = texelFetch(sampler1, point, 0);
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}
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