Hi,
Looking at some of the earlier posts regarding using EGLImage. It is currently possible to create an EGLImage from an RGBA GraphicBuffer on ARM GPUs and then use it as texture via glEGLImageTargetTexture2DOES.
Just wondering is it possible to create EGLImage so that it could be used with a compressed texture format like ETC2, ASTC etc.
Thanks.
The drivers would need to understand the compressed import, so just changing the platform layer isn't enough - you'd need to change both sides of the interface as it's effectively an Android API compatibility break.
HTH, Pete