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Why was EGLImage/gbuffer support removed from the Mali Android SDK after v1.4?

Is this not the correct approach to asynchronous texture loading on Android?

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  • > Is this not the correct approach to asynchronous texture loading on Android?


    Why do you need EGLImages for asynchronous upload? Assuming the source textures are coming from another thread in the application then OpenGL ES already allows you to upload data in one context and use it an another, provided that they are in the same share group.


    In addition OpenGL ES 3.0 now includes support for Pixel Buffer Objects (PBOs) which can be used to implement asynchronous upload. OpenGL ES 3.0 is still relatively new, but all of the Mali-T600 and later GPUs support it, and it is supported in the new Android versions found in the Nexus 10 and Galaxy Note 3.


    *EDIT* Footnote - we do still support EGLImages in the driver. It's not entirely clear from your post what you have tried and what isn't working.


    Hope that helps,

    Pete

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  • > Is this not the correct approach to asynchronous texture loading on Android?


    Why do you need EGLImages for asynchronous upload? Assuming the source textures are coming from another thread in the application then OpenGL ES already allows you to upload data in one context and use it an another, provided that they are in the same share group.


    In addition OpenGL ES 3.0 now includes support for Pixel Buffer Objects (PBOs) which can be used to implement asynchronous upload. OpenGL ES 3.0 is still relatively new, but all of the Mali-T600 and later GPUs support it, and it is supported in the new Android versions found in the Nexus 10 and Galaxy Note 3.


    *EDIT* Footnote - we do still support EGLImages in the driver. It's not entirely clear from your post what you have tried and what isn't working.


    Hope that helps,

    Pete

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