Move weston_surface GL and EGL state into gles2-renderer.
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4068414a32
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75cc571839
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@ -242,8 +242,6 @@ weston_surface_create(struct weston_compositor *compositor)
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return NULL;
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}
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surface->num_textures = 0;
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surface->num_images = 0;
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pixman_region32_init(&surface->texture_damage);
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surface->buffer = NULL;
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@ -397,8 +397,6 @@ struct weston_region {
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struct weston_surface {
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struct wl_surface surface;
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struct weston_compositor *compositor;
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GLuint textures[3];
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int num_textures;
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pixman_region32_t texture_damage;
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pixman_region32_t clip;
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pixman_region32_t damage;
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@ -458,10 +456,6 @@ struct weston_surface {
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struct wl_list frame_callback_list;
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EGLImageKHR images[3];
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GLenum target;
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int num_images;
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struct wl_buffer *buffer;
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struct wl_listener buffer_destroy_listener;
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@ -47,6 +47,13 @@ struct gles2_output_state {
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struct gles2_surface_state {
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GLfloat color[4];
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struct gles2_shader *shader;
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GLuint textures[3];
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int num_textures;
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EGLImageKHR images[3];
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GLenum target;
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int num_images;
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};
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struct gles2_renderer {
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@ -686,7 +693,7 @@ shader_uniforms(struct gles2_shader *shader,
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glUniform4fv(shader->color_uniform, 1, gs->color);
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glUniform1f(shader->alpha_uniform, surface->alpha);
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for (i = 0; i < surface->num_textures; i++)
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for (i = 0; i < gs->num_textures; i++)
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glUniform1i(shader->tex_uniforms[i], i);
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}
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@ -731,11 +738,11 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
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else
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filter = GL_NEAREST;
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for (i = 0; i < es->num_textures; i++) {
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for (i = 0; i < gs->num_textures; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(es->target, es->textures[i]);
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glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
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glBindTexture(gs->target, gs->textures[i]);
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glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
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}
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/* blended region is whole surface minus opaque region: */
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@ -994,6 +1001,8 @@ gles2_renderer_read_pixels(struct weston_output *output,
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static void
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gles2_renderer_flush_damage(struct weston_surface *surface)
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{
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struct gles2_surface_state *gs = get_surface_state(surface);
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#ifdef GL_UNPACK_ROW_LENGTH
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pixman_box32_t *rectangles;
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void *data;
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@ -1012,7 +1021,7 @@ gles2_renderer_flush_damage(struct weston_surface *surface)
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if (!pixman_region32_not_empty(&surface->texture_damage))
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return;
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glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
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glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
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if (!surface->compositor->has_unpack_subimage) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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@ -1045,23 +1054,23 @@ done:
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}
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static void
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ensure_textures(struct weston_surface *es, int num_textures)
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ensure_textures(struct gles2_surface_state *gs, int num_textures)
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{
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int i;
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if (num_textures <= es->num_textures)
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if (num_textures <= gs->num_textures)
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return;
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for (i = es->num_textures; i < num_textures; i++) {
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glGenTextures(1, &es->textures[i]);
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glBindTexture(es->target, es->textures[i]);
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glTexParameteri(es->target,
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for (i = gs->num_textures; i < num_textures; i++) {
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glGenTextures(1, &gs->textures[i]);
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glBindTexture(gs->target, gs->textures[i]);
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glTexParameteri(gs->target,
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GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(es->target,
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glTexParameteri(gs->target,
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GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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es->num_textures = num_textures;
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glBindTexture(es->target, 0);
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gs->num_textures = num_textures;
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glBindTexture(gs->target, 0);
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}
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static void
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@ -1074,22 +1083,22 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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int i, num_planes;
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if (!buffer) {
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for (i = 0; i < es->num_images; i++) {
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ec->destroy_image(gr->egl_display, es->images[i]);
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es->images[i] = NULL;
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for (i = 0; i < gs->num_images; i++) {
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ec->destroy_image(gr->egl_display, gs->images[i]);
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gs->images[i] = NULL;
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}
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es->num_images = 0;
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glDeleteTextures(es->num_textures, es->textures);
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es->num_textures = 0;
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gs->num_images = 0;
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glDeleteTextures(gs->num_textures, gs->textures);
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gs->num_textures = 0;
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return;
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}
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if (wl_buffer_is_shm(buffer)) {
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es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
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es->target = GL_TEXTURE_2D;
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gs->target = GL_TEXTURE_2D;
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ensure_textures(es, 1);
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glBindTexture(GL_TEXTURE_2D, es->textures[0]);
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ensure_textures(gs, 1);
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glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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es->pitch, buffer->height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
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@ -1099,10 +1108,10 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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gs->shader = &gr->texture_shader_rgba;
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} else if (ec->query_buffer(gr->egl_display, buffer,
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EGL_TEXTURE_FORMAT, &format)) {
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for (i = 0; i < es->num_images; i++)
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ec->destroy_image(gr->egl_display, es->images[i]);
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es->num_images = 0;
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es->target = GL_TEXTURE_2D;
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for (i = 0; i < gs->num_images; i++)
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ec->destroy_image(gr->egl_display, gs->images[i]);
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gs->num_images = 0;
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gs->target = GL_TEXTURE_2D;
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switch (format) {
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case EGL_TEXTURE_RGB:
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case EGL_TEXTURE_RGBA:
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@ -1112,7 +1121,7 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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break;
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case EGL_TEXTURE_EXTERNAL_WL:
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num_planes = 1;
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es->target = GL_TEXTURE_EXTERNAL_OES;
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gs->target = GL_TEXTURE_EXTERNAL_OES;
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gs->shader = &gr->texture_shader_egl_external;
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break;
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case EGL_TEXTURE_Y_UV_WL:
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@ -1129,25 +1138,25 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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break;
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}
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ensure_textures(es, num_planes);
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ensure_textures(gs, num_planes);
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for (i = 0; i < num_planes; i++) {
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attribs[0] = EGL_WAYLAND_PLANE_WL;
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attribs[1] = i;
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attribs[2] = EGL_NONE;
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es->images[i] = ec->create_image(gr->egl_display,
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gs->images[i] = ec->create_image(gr->egl_display,
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NULL,
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EGL_WAYLAND_BUFFER_WL,
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buffer, attribs);
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if (!es->images[i]) {
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if (!gs->images[i]) {
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weston_log("failed to create img for plane %d\n", i);
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continue;
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}
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es->num_images++;
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gs->num_images++;
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(es->target, es->textures[i]);
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ec->image_target_texture_2d(es->target,
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es->images[i]);
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glBindTexture(gs->target, gs->textures[i]);
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ec->image_target_texture_2d(gs->target,
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gs->images[i]);
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}
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es->pitch = buffer->width;
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@ -1194,10 +1203,10 @@ gles2_renderer_destroy_surface(struct weston_surface *surface)
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struct gles2_renderer *gr = get_renderer(ec);
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int i;
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glDeleteTextures(surface->num_textures, surface->textures);
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glDeleteTextures(gs->num_textures, gs->textures);
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for (i = 0; i < surface->num_images; i++)
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ec->destroy_image(gr->egl_display, surface->images[i]);
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for (i = 0; i < gs->num_images; i++)
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ec->destroy_image(gr->egl_display, gs->images[i]);
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free(gs);
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}
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