This post is about an experiment I’ve performed to investigate if it’s possible to fill a texture from an ANGLE EGL/GLESv2 context (ANGLE is an EGL/GLESv2 implementation on top of other graphics APIs), and use it from a native (for example mesa3D) EGL/OpenGL context on Linux.
Tag: DMA
Using EGL and the dma_buf kernel framework to associate two textures with the contents of the same buffer without copy taking place
It’s been a few weeks I’ve been experimenting with EGL/GLESv2 as part of my work for WebKit (Browsers) team of Igalia. One thing I wanted to familiarize with was using shared DMA buffers to avoid copying textures in graphics programs.
I’ve been experimenting with the dma_buf API, which is a generic Linux kernel framework for sharing buffers for hardware access across multiple device drivers and subsystems, using EGL
and GLESv2
.