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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  ?

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  • Do you have some spacial case for this kind of textures ?

    EGL external images can be mapped directly on into the GPU memory view, so it's all zero copy, although format negotiation is implementation-specific for video surfaces (as they are commonly YUV and so not really a native OpenGL ES texture type).

    HTH,
    Pete

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  • Do you have some spacial case for this kind of textures ?

    EGL external images can be mapped directly on into the GPU memory view, so it's all zero copy, although format negotiation is implementation-specific for video surfaces (as they are commonly YUV and so not really a native OpenGL ES texture type).

    HTH,
    Pete

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