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Line 27... Line 27...
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    EGLDisplay dpy;
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    EGLDisplay dpy;
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    EGLint major, minor;
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    EGLint major, minor;
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    EGLContext context;
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    EGLContext context;
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    EGLSurface surface;
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    EGLSurface surface;
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    EGLImageKHR fb_image;
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    EGLImageKHR front,fb_image;
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    EGLConfig config;
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    EGLConfig config;
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    EGLint config_attribs[32];
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    EGLint config_attribs[32];
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    EGLint num_configs, i;
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    EGLint num_configs, i;
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    GLuint texture, buffer, front;
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    GLuint texture, buffer;
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    GLuint f_tex;
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    GLuint f_tex;
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    eglBindAPI(EGL_OPENGL_API);
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    eglBindAPI(EGL_OPENGL_API);
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    context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
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    context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
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    if (!context)
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    if (!context)
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        printf("failed to create context");
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        printf("failed to create context");
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//    gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
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    gs = gbm_surface_create(gbm, 400, 300, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
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    BeginDraw();
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    BeginDraw();
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    DrawWindow(20, 20, 400+9, 300+24, "gl-render", 0x000000, 0x74);
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    DrawWindow(20, 20, 400+9, 300+24, "gl-render", 0x000000, 0x74);
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    EndDraw();
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    EndDraw();
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    sna_create_mask();
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    sna_create_mask();
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    surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
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    if (surface == EGL_NO_SURFACE)
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  //  surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
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        printf("failed to create surface");
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    if (!eglMakeCurrent(dpy, surface, surface, context))
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        printf("failed to make window current");
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  //  if (surface == EGL_NO_SURFACE)
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    front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
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  //      printf("failed to create surface");
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    glGenTextures(1, &f_tex);
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    glBindTexture(GL_TEXTURE_2D, f_tex);
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    if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
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    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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        printf("failed to make window current");
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    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);