mirror of
https://github.com/gnif/LookingGlass.git
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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.
232 lines
5.4 KiB
C
232 lines
5.4 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "effect.h"
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#include "filter.h"
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#include "framebuffer.h"
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#include "texture.h"
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#include "common/debug.h"
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#include <stdlib.h>
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struct EGL_EffectPass
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{
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EGL_Shader * shader;
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EGL_Framebuffer * framebuffer;
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GLuint sampler;
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EGL_Uniform * uTransform;
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EGL_Uniform * uDesktopSize;
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GLenum minFilter;
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GLenum magFilter;
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GLenum wrapS;
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GLenum wrapT;
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bool enabled;
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bool configured;
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enum EGL_PixelFormat pixFmt;
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unsigned int width;
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unsigned int height;
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struct EGL_EffectPass * next;
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};
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struct EGL_Effect
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{
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EGL_EffectPass * passes;
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EGL_EffectPass * passesTail;
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};
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bool egl_effectInit(EGL_Effect ** effect)
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{
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*effect = calloc(1, sizeof(**effect));
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if (!*effect)
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{
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DEBUG_ERROR("Failed to allocate EGL effect");
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return false;
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}
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return true;
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}
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void egl_effectFree(EGL_Effect ** effect)
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{
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if (!*effect)
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return;
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EGL_EffectPass * pass = (*effect)->passes;
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while(pass)
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{
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EGL_EffectPass * next = pass->next;
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glDeleteSamplers(1, &pass->sampler);
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egl_framebufferFree(&pass->framebuffer);
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free(pass);
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pass = next;
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}
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free(*effect);
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*effect = NULL;
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}
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void egl_effectPassSetShader(EGL_EffectPass * pass, EGL_Shader * shader)
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{
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if (pass->shader == shader)
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return;
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pass->shader = shader;
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if (!shader)
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{
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pass->uTransform = NULL;
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pass->uDesktopSize = NULL;
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return;
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}
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pass->uTransform = egl_shaderGetUniform(shader, "transform");
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pass->uDesktopSize = egl_shaderGetUniform(shader, "desktopSize");
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egl_shaderAssocTextures(shader, 1);
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}
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bool egl_effectAddPass(EGL_Effect * effect, EGL_Shader * shader,
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EGL_EffectPass ** result)
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{
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EGL_EffectPass * pass = calloc(1, sizeof(*pass));
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if (!pass)
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{
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DEBUG_ERROR("Failed to allocate EGL effect pass");
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return false;
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}
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if (!egl_framebufferInit(&pass->framebuffer))
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{
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free(pass);
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return false;
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}
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glGenSamplers(1, &pass->sampler);
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glSamplerParameteri(pass->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(pass->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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pass->minFilter = GL_LINEAR;
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pass->magFilter = GL_LINEAR;
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pass->wrapS = GL_CLAMP_TO_EDGE;
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pass->wrapT = GL_CLAMP_TO_EDGE;
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pass->enabled = true;
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egl_effectPassSetShader(pass, shader);
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if (effect->passesTail)
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effect->passesTail->next = pass;
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else
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effect->passes = pass;
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effect->passesTail = pass;
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if (result)
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*result = pass;
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return true;
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}
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void egl_effectPassSetEnabled(EGL_EffectPass * pass, bool enabled)
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{
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pass->enabled = enabled;
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}
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void egl_effectPassSetFilter(EGL_EffectPass * pass, GLenum minFilter,
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GLenum magFilter)
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{
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if (pass->minFilter != minFilter)
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{
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glSamplerParameteri(pass->sampler, GL_TEXTURE_MIN_FILTER, minFilter);
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pass->minFilter = minFilter;
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}
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if (pass->magFilter != magFilter)
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{
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glSamplerParameteri(pass->sampler, GL_TEXTURE_MAG_FILTER, magFilter);
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pass->magFilter = magFilter;
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}
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}
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void egl_effectPassSetWrap(EGL_EffectPass * pass, GLenum wrapS, GLenum wrapT)
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{
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if (pass->wrapS != wrapS)
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{
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glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_S, wrapS);
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pass->wrapS = wrapS;
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}
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if (pass->wrapT != wrapT)
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{
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glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_T, wrapT);
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pass->wrapT = wrapT;
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}
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}
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bool egl_effectPassSetup(EGL_EffectPass * pass, enum EGL_PixelFormat pixFmt,
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unsigned int width, unsigned int height)
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{
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if (pass->configured && pass->pixFmt == pixFmt &&
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pass->width == width && pass->height == height)
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return true;
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if (!egl_framebufferSetup(pass->framebuffer, pixFmt, width, height))
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return false;
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pass->pixFmt = pixFmt;
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pass->width = width;
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pass->height = height;
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pass->configured = true;
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return true;
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}
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EGL_Texture * egl_effectRun(EGL_Effect * effect, EGL_FilterRects * rects,
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EGL_Texture * texture)
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{
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for(EGL_EffectPass * pass = effect->passes; pass; pass = pass->next)
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{
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if (!pass->enabled)
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continue;
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if (!pass->configured || !pass->shader)
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{
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DEBUG_ERROR("Attempted to run an unconfigured EGL effect pass");
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return NULL;
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}
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egl_framebufferBind(pass->framebuffer);
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glActiveTexture(GL_TEXTURE0);
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egl_textureBind(texture);
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glBindSampler(0, pass->sampler);
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egl_uniformMatrix3x2fv(pass->uTransform, 1, GL_FALSE, rects->matrix);
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egl_uniform2f(pass->uDesktopSize, rects->width, rects->height);
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egl_shaderUse(pass->shader);
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egl_desktopRectsRender(rects->rects);
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texture = egl_framebufferGetTexture(pass->framebuffer);
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}
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return texture;
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}
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