Closed Bug 875168 Opened 8 years ago Closed 2 years ago
[b2g] Integrate Surface
Texture to gl stream
As we discussed in rendering work week, it is good to integrate the concept of surfacetexture to b2g to have better locking mechanism and buffer management. And it also enables the capability to use the GPU profilers from chipset vendors, like Adreno profiler/PerfhudES.
(In reply to peter chang[:pchang] from comment #0) > As we discussed in rendering work week, it is good to integrate the concept > of surfacetexture to b2g to have better locking mechanism and buffer > management. And it also enables the capability to use the GPU profilers from > chipset vendors, like Adreno profiler/PerfhudES. Out of curiosity, why using surfacetexture concept can enable GPU profiler?
(In reply to C.J. Ku[:CJKu] from comment #1) > Out of curiosity, why using surfacetexture concept can enable GPU profiler? Chiajung wrote a nice explanation there: https://wiki.mozilla.org/Platform/GFX/Gralloc#SurfaceTexture Let me paste the relevant part: > Since eglSwapBuffers internally calls dequeueBuffer and queueBuffer, this system removes the need for manual management of GraphicBuffer's as we are currently doing in our B2G code. > The other benefit of this system is that most BSP vendors provide graphics profilers (e.g. Adreno Profiler from QCOM, PerfHUD ES from nVidia) which recognize the eglSwapBuffers calls as frame boundaries to collect frame-based GL information from the driver to help development and performance tuning.
I did not attended the discussion in rendering work week. In the past, I created the attachment 643291 [details] [diff] [review] in Bug 767484. The patch creates ANativeWindow and attach it to GLContext. Is it a similar thing?
Closing as we are not working on Firefox OS anymore.
Status: NEW → RESOLVED
Closed: 2 years ago
Resolution: --- → WONTFIX
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