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Trigger a texture creation, which then set VIRGL_TEXTURE_ID
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@ -604,6 +604,7 @@ GLubyte* (*glGetString_p) (GLenum name);
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void (*glFinish_p) (void);
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void (*glClearColor_p) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void (*glClear_p) (GLbitfield mask);
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void (*glReadPixels_p) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data);
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/*EGL functions */
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EGLBoolean (*eglMakeCurrent_p) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
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@ -716,6 +717,7 @@ void dlsym_OSMesa(void* dl_handle) {
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glClearColor_p = dlsym(dl_handle, "glClearColor");
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glClear_p = dlsym(dl_handle,"glClear");
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glFinish_p = dlsym(dl_handle,"glFinish");
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glReadPixels_p = dlsym(dl_handle,"glReadPixels");
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}
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bool loadSymbols() {
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@ -1040,6 +1042,11 @@ void pojavMakeCurrent(void* window) {
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printf("OSMDroid: renderer: %s\n",glGetString_p(GL_RENDERER));
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glClear_p(GL_COLOR_BUFFER_BIT);
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glClearColor_p(0.4f, 0.4f, 0.4f, 1.0f);
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// Trigger a texture creation, which then set VIRGL_TEXTURE_ID
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int pixelsArr[4];
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glReadPixels_p(0, 0, 1, 1, GL_RGB, GL_INT, &pixelsArr);
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pojavSwapBuffers();
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return;
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}
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