GlEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)native_img) Native_img = (EGLImageKHR) eglCreateImageKHR( I use an NV fence extension to ensure that.Ĭode: Select all static EGLImageKHR native_img while the old draw call is still ongoing). Something that may not have been so obvious: as the entire texture-from-EGLImage path is a very efficient shortcut to pass texture data to the GPU (an EGLImage is not copied internally by the API - its content is used as a texture directly), you need some way to make sure the EGLImage updates do not happen while the old image content is still in use (i.e. Sorry that my code is not a good example of that - it's intended for other things, but that's the only relevant code I have at hand. In your case, you'd use the original eglCreateImageKHR to create an image from some native bitmap object (under X11 it's usually pixmaps, but you really need to check the extension documentation I linked to, and then check in the Broadcom EGL API to see what's a 'native image' in their context) and then direct SNES to output its frames into that bitmap. The "image data" in my case comes from line 494, but that's because that code is just a conformance test. Still unsure where do I store image data.
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