Imagination PowerVR SDK Blog

sample code for threaded texture.


#1

I would have to do the following :

T#1: Create a background GL thread (1x1 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.


#2

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