We don't need our own enum for types. Instead we just use GL_TEXTURE_{2D,EXTERNAL_OES}, which already describes usage. Also fixes a situation where we were using GL_TEXTURE_2D in a situation we should not have. wl_drm buffers are always GL_TEXTURE_EXTERNAL_OES, no matter if they're RGB or any other format. |
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.. | ||
pixel_format.c | ||
renderer.c | ||
shaders.c | ||
texture.c | ||
util.c |