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[videotexturebackend] Use persistent bindings of graphics buffers to …
…texture ids. Contributes to JB#49430 Binding an EGL image to a texture ID can be expensive on some hardware. So rather than using a single texture ID and changing the buffer it's bound to on every update create a texture ID for each buffer and re-use those as the buffers are recycled by the pipeline. This requires more direct access to the gstreamer buffers in order to associate an id to a buffer.
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