57720c384a
Instead of using glTex{Sub}Image2D() to refresh the textures, we're using an EGLImageKHR object backed up by a gralloc buffer. The data is updated using memcpy(). This is faster than glTex{Sub}Image2D() because the texture is not swizzled. It also uses less memory because EGLImageKHW is not limited to power-of-two dimensions. |
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audioflinger | ||
binder | ||
surfaceflinger | ||
ui | ||
utils |