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Pass the correct renderer to EGLImageFactory
We should be using the EGL renderer's colorspace and color range rather than the backend renderer's for fallbacks. The former is what actually gets passed to the host PC during stream init.
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@@ -523,7 +523,7 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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return false;
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}
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if (!m_Backend->initializeEGL(m_EGLDisplay, eglExtensions))
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if (!m_Backend->initializeEGL(this, m_EGLDisplay, eglExtensions))
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return false;
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if (!(m_glEGLImageTargetTexture2DOES = (typeof(m_glEGLImageTargetTexture2DOES))eglGetProcAddress("glEGLImageTargetTexture2DOES"))) {
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