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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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@@ -1,4 +1,6 @@
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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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#define PI 3.141592653589793
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@@ -6,7 +8,7 @@ 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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float sinc(float x)
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{
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return x == 0.0 ? 1.0 : sin(x * PI) / (x * PI);
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@@ -24,7 +26,7 @@ float lanczos(vec2 v)
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void main()
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{
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vec2 size = vec2(textureSize(texture, 0));
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vec2 size = vec2(textureSize(sampler1, 0));
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vec2 pos = fragCoord * size;
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vec2 invSize = 1.0 / size;
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vec2 uvc = floor(pos) + vec2(0.5, 0.5);
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@@ -54,7 +56,7 @@ void main()
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vec3 color = vec3(0.0);
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for (int i = 0; i < 9; ++i)
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color += texture2D(texture, uvs[i] * invSize).rgb * factors[i];
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color += texture(sampler1, uvs[i] * invSize).rgb * factors[i];
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fragColor = vec4(color, 1.0);
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}
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