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Simplify EGLImageFactory and remove caching logic for now
The platforms that would most benefit (embedded V4L2 decoders) either don't use frame pooling or don't synchronize with modified DMA-BUFs unless eglCreateImage() is called each time.
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@@ -874,7 +874,7 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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}
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}
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m_Backend->freeEGLImages(m_EGLDisplay, imgs);
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m_Backend->freeEGLImages();
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// Free the DMA-BUF backing the last frame now that it is definitely
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// no longer being used anymore. While the PRIME FD stays around until
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@@ -899,6 +899,6 @@ bool EGLRenderer::testRenderFrame(AVFrame* frame)
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return false;
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}
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m_Backend->freeEGLImages(m_EGLDisplay, imgs);
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m_Backend->freeEGLImages();
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return true;
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}
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