Track context-local GL bindings to avoid redundant program, framebuffer,
buffer, texture, sampler, viewport, blend, and scissor state changes.
Invalidate the cache across context switches, ImGui rendering, and
shared object changes. Preserve CPU-backed texture upload correctness by
explicitly clearing pixel unpack buffer bindings where required.
This reduces hot-path driver overhead without adding waits or GPU
synchronization.
Replace the per-frame uniform list with stable, name-cached handles that
retain their values across shader recompilation. Track dirty uniforms so
only changed values are uploaded, reducing redundant GL calls and buffer
management.
Add a reusable effect-pass pipeline with per-pass shaders, samplers,
formats, resolutions, and intermediate render targets. This makes
external effects easier to integrate and supports arbitrary multipass
chains.
Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR
rendering paths to the new APIs. Also ensure framebuffer objects are
released correctly.
Compiled in resources often will not contain a null terminator, as such
we must not use functions that rely on it. This implements a memsearch
function that performs like strstr on a buffer instead of a null
terminated string.
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