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Mali texture allocation transformation from OpenGL to GPU internal format

Are there any transformation/conversation if I allocate texture from OpenGL application user space to some GPU internal format?

And is it possible to disable this transformation?

16 or 24 or 32bit texture

Are there any disadvantages ?

For example if I allocate with

some application memory block to OpenGL API ,

some application memory block to EGL API,

DMBBUF to EGL,

UMP to EGL  ?