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* Before this CL, the texture was stored during the construction of the LUT processor. This failed since if one creates a list of GlEffects on the application thread, the texture will get stored in the application thread during the effect creation and not on the GL thread, which executes the FrameProcessors. * This is an issue since the executing thread then can't index from the texture stored on a different thread. PiperOrigin-RevId: 476388021 |
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