Using the EGL* Image Extension
The conventional way to copy an image into a texture is with either the glTexImage2D()
orglTexSubImage2D()
methods, but these methods are slow because of how they convert the format of the image data as it is copied. These are really intended for loading static images, not dynamic ones. Moving images between OpenGL* ES textures and another graphics API quickly requires direct access to the memory in which the texture image is stored. Ideally, the image should be copied by an accelerated 2D BitBlt, but that requires the physical address of the image. Otherwise, you can use amemcpy()
method instead, which only requires the virtual address of the image.
The EGL* image extension is