@@ -106,7 +106,7 @@ public:
int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
- void createTexture2D(eGLImage &eglImage, void *data);
+ void createInputTexture2D(eGLImage &eglImage, void *data);
int attachTextureToFBO(eGLImage &eglImage);
@@ -262,7 +262,7 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
* is useful for uploading static data like lookup tables or uniform color
* matrices to the GPU.
*/
-void eGL::createTexture2D(eGLImage &eglImage, void *data)
+void eGL::createInputTexture2D(eGLImage &eglImage, void *data)
{
GLenum format;
GLenum type = GL_UNSIGNED_BYTE;
@@ -247,7 +247,7 @@ int SoftwareIspPipelineGpu::processGPU(FrameBuffer *input, FrameBuffer *output,
LOG(Debayer, Error) << "mmap-ing buffer(s) failed";
return -ENODEV;
}
- egl_.createTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data());
+ egl_.createInputTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data());
}
/* Generate the output render framebuffer as render to texture */
Right now this routine makes a texture from a supplied data-buffer. It should have a more descriptive and accurate name. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> --- include/libcamera/internal/egl.h | 2 +- src/libcamera/egl.cpp | 2 +- src/libcamera/software_isp/software_isp_pipeline_gpu.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-)