Hi
In android, I created cl context from gl like this :
cl_context_properties props[] = { CL_GL_CONTEXT_KHR, eglGetCurrentContext(), CL_EGL_DISPLAY_KHR, eglGetCurrentDisplay(), CL_CONTEXT_PLATFORM, clplatform,0);
clCreateContext(props,1,&device,NULL,NULL,NULL);
and then create opengl texture, this texture can be used . After that , I want to use opencl to calculate this texture, so I do like this :
clCreateFromGLTexture2D(clContext, CL_MEM_READ_WRITE,GL_TEXTURE_2D, 0,texturename ,&errNum);
And this function failed, the errNum returned CL_INVALID_GL_OBJECT , and I do not know why , Can you help me ?
Thanks
Hi, thanks for your help .
I think all of them are true , as first , the texture_target is same as opengles context , it's GL_TEXTURE_2D .
And the miplevel is set as this :
Is there anything wrong ?
Not enough info atm, could you share the code that creates and initializes the texture in GL?
Thanks.
Chris
just like this :
Hi kongya,
Nothing obvious from a cursory glance. Could you provide us with a minimal reproducer for this issue?
Thanks,
Hi, Chris
How can send my code to you, via email ? Can you tell me your email address ?
If it is of a small size, you can attach it to your post.
If however it is larger, then email wont help as there is a size limit on that too... any alternative method that you prefer should be fine with us.
e.g. ftp, dropbox, github, etc
Thanks in advance,
Michael McGeagh
Hi, I upload the code to shared doc, can you see it ?
Hi kongya0712,
I have received the shared doc, thank you.
I have created a ticket to investigate internally, and had a quick look with nothing obvious jumping out.
Thanks for your time.
After looking at the spec more closely, there are a few more things to highlight as possible causes to your problem.
First thing to read is the extension "cl_khr_gl_sharing", you should realise that there is a limited number of supported texture formats compared to possible GLES texture formats, as in not every GLES texture can be used for CL-GLES interop.
Secondly, there was an issue where Android itself altered the values for GL context and EGL display, which may be a problem here too. (we will need to investigate further for this one).
I just wanted to update you on our progress, if you have made any progress yourself, please let others know.
Kind Regards,
Hi,Michael
I was not in internet for 2 weeks . And I just see your comment at now . Thank you for your help .
I will check this issue with qualcomm , ask them this texture format can be used or not .
If I have any progress, will tell you .
Hi,
Has there been any progress on this issue?
Hi aacosta,
kongya never did get back to us regarding his particular device supporting the texture format or not, so I am unsure if he had solved this.
Regardless since he was using a non-Mali GPU, there is not much we could do to help here so havent pursued the matter.
If you have a Mali specific issue, please do let us know.
Hi mcgeagh,
I have the same issue with a Mali T760 GPU (Samsung S6). The extension "cl_khr_gl_sharing" is enable. The opengl texture format used is GL_RGBA, GL_UNSIGNED_BYTE.
Mali T760 supports opencl 1.1. So, GL_RGBA8 format should be supported.
Do you have a small reproducer for us to investigate?
Any information, such as the device, OS version, Mali Driver version, etc... would help us.
Aren't your texture parameters supposed to be specified before you create the texture store ? I would validate that you are not getting GL errors. I've experience cases wherein if I did not have the call to set the texture parameters prior to calling glTexImage* I would end up getting an invalid texture.