sample code for threaded texture.

This topic contains 1 reply, has 2 voices, and was last updated by  pauls 3 years, 4 months ago.

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  • #31741

    I would have to do the following :
    T#1: Create a background GL thread (1×1 pbuffer or use EGL_KHR_surfaceless_context if it’s available)
    T#2: Create an FBO
    T#2: Bind a texture to it
    T#2: Call glClear() (the allocation will be done at this point, as the driver postpones allocation until the first operation is issued)
    T#2: Once the glClear() returns, send a signal to your main thread that the texture is available for use
    T#1: Bind the texture (whose backing store has now been allocated) to an FBO
    T#1: Reuse the texture attachment without any overhead

    do we have working sample for the same via emulator.

    #38837

    pauls
    Member

    Hello Mohanavelu,

    Yes, we have an example which is included in the 3.3 SDK release. It is called “MultiThreading” and is located in the SDK_3.3/Examples/Intermediate/MultiThreading directory.

    Thanks,
    Paul

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