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synced 2025-12-19 08:56:27 -05:00
Remove support for DMA-BUF flags
They are never used in practice, which makes all of our flag handling effectively dead code. Also, APIs such as KMS don't provide a good way to deal with the flags. Let's just fail the DMA-BUF import when clients provide flags.
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parent
9a4e1095ca
commit
a04cfca4da
15 changed files with 12 additions and 83 deletions
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@ -309,7 +309,6 @@ static bool gles2_render_subtexture_with_matrix(
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glUseProgram(shader->program);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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glUniform1i(shader->invert_y, texture->inverted_y);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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@ -810,7 +809,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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@ -822,7 +820,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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@ -835,7 +832,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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