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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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@@ -502,7 +502,7 @@ public:
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}
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// Free the resources allocated during the last `exportEGLImages` call
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virtual void freeEGLImages(EGLDisplay, EGLImage[EGL_MAX_PLANES]) {}
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virtual void freeEGLImages() {}
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#endif
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#ifdef HAVE_DRM
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