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<?xml-stylesheet type="text/xsl" href="https://community.arm.com/utility/feedstylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Chris S's Activities</title><link>https://community.arm.com/members/chris-s</link><description>Chris S's recent activity</description><dc:language>en-US</dc:language><generator>Telligent Community 10</generator><item><title>Porting a mali_egl_image* Utgard application to Midgard</title><link>https://community.arm.com/developer/tools-software/graphics/f/discussions/47696/porting-a-mali_egl_image-utgard-application-to-midgard</link><pubDate>Wed, 23 Sep 2020 15:53:10 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:3484f802-60ff-442f-bbbe-3675b64540f8</guid><dc:creator>Chris S</dc:creator><description>&lt;p&gt;Hi all&lt;/p&gt;
&lt;p&gt;We are currently migrating an embedded application from a Mali 400MP2 Utgard platform to one with a Mali T720 Midgard GPU. The application uses the following (probably fairly common) &lt;code&gt;mali_egl_image*&lt;/code&gt; code to achieve zero-copy update of a texture:&lt;/p&gt;
&lt;pre style="padding-left:30px;"&gt;EGLImageKHR eglImage = eglCreateImageKHR(&amp;nbsp;display, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer)(&amp;amp;fbPixMap), NULL );&lt;br /&gt;glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage);&lt;br /&gt;...&lt;br /&gt;...&lt;br /&gt;mali_egl_image *mimg   = mali_egl_image_lock_ptr( eglImage );&lt;br /&gt;unsigned char  *buffer = mali_egl_image_map_buffer( mimg, attribs_rgb );&lt;br /&gt;&lt;br /&gt;// update buffer here&lt;br /&gt;&lt;br /&gt;mali_egl_image_unmap_buffer( mimg, attribs_rgb );&lt;br /&gt;mali_egl_image_unlock_ptr( eglImage );&lt;/pre&gt;
&lt;p style="padding-left:30px;"&gt;&lt;/p&gt;
&lt;p&gt;These &lt;code&gt;mali_egl_image_*&lt;/code&gt; functions do not appear to be available in the mali_midgard driver we received from our chip vendor.&lt;/p&gt;
&lt;p&gt;Our application is written in C with, apart from the above, standard openGL ES2 calls.&lt;/p&gt;
&lt;p&gt;What would be the equivalent approach for updating a texture directly (ie not using&amp;nbsp;&lt;code&gt;glTexSubImage2D()&lt;/code&gt;&amp;nbsp;) with the T720 Midgard driver? Thankfully the above code exists in a single function and called from many places, so ideally a direct replacement would be fantastic!&lt;/p&gt;
&lt;p&gt;Regards&lt;/p&gt;
&lt;p&gt;Chris&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item><item><title>Ask A Question I</title><link>https://community.arm.com/achievements/460ac7df-7ccc-4c42-a204-9e05eef3be09</link><pubDate>Wed, 23 Sep 2020 04:47:26 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:4bb4e1cf-382f-49b1-bdef-e68aefd661b7</guid><dc:creator /><description>Ask a question in a forum.</description></item></channel></rss>