oomek
Posts: 16
Joined: Wed Oct 31, 2018 1:51 pm

eglCreateImageKHR takes 65ms with 1080p texture

Mon May 27, 2019 12:35 pm

1. When I initialize the EGL texture for the egl_render eglCreateImageKHR() takes a whooping 65 milliseconds to complete for 1080p texture, Is it normal?
2. After calling eglDestroyImageKHR I'm unable to recreate the texture when the size of the gltexture is the same as before. In that case eglCreateImageKHR throws a 0x3002 error. I can only fix it by temporarily creating the 1x1 texture and then creating it back with the correct size.
3. What is more strange, when I recreate the texture with the same size and method as described in pt 2 it takes just 100 MICROseconds. It's like the GPU is caching the egl_image and reusing it.

Code: Select all

egl_image = eglCreateImageKHR ( g_egl_display,
				g_egl_context,
				EGL_GL_TEXTURE_2D_KHR,
				(EGLClientBuffer) display_texture->getNativeHandle(),
				0 );

oomek
Posts: 16
Joined: Wed Oct 31, 2018 1:51 pm

Re: eglCreateImageKHR takes 65ms with 1080p texture

Wed May 29, 2019 6:51 pm

I've just realised that when I do not destroy the glTexture2D I used for egl image I get errors on recreating the egl image. Now when I delete it properly the eglCreateImageKHR finishes in 100us but the delay moves to glTexImage2D. The delay does not occur when I do not create egl image, this is weird. If you have any clues please share.

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