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I want to trace and replay using the EGL_EXT_image_dma_buf_import.
Trace
I found that apitrace converts glEGLImageTargetTexture2DOES into a fake glTexImage2D.In most cases, this is not a problem.
But when I bind GL_TEXTURE_EXTERNAL_OES to FBO, it will result in incomplete FBO.
glCheckFramebufferStatus will not return GL_FRAMEBUFFER_COMPLETE.
So Could we remove this behavior or have better solution:
Replay
I think replay is achievable because we can obtain the image data through mmap using fd.
There are roughly three ways to create fd using EGL_DMA_BUF_PLANE0_FD_EXT:
DRM
ION
DMA HEAP
We can create DMA buf fd ourselves through thoses method during replay with saved image data.
The text was updated successfully, but these errors were encountered:
This issue is a further discussion to #785.
I want to
trace
andreplay
using theEGL_EXT_image_dma_buf_import
.Trace
I found that
apitrace
convertsglEGLImageTargetTexture2DOES
into a fakeglTexImage2D
.In most cases, this is not a problem.But when I bind
GL_TEXTURE_EXTERNAL_OES
toFBO
, it will result in incomplete FBO.Sample code as fllows:
glCheckFramebufferStatus
will not returnGL_FRAMEBUFFER_COMPLETE
.So Could we remove this behavior or have better solution:
Replay
I think
replay
is achievable because we can obtain the image data throughmmap
usingfd
.There are roughly three ways to create
fd
usingEGL_DMA_BUF_PLANE0_FD_EXT
:We can create DMA buf fd ourselves through thoses method during replay with saved image data.
The text was updated successfully, but these errors were encountered: