MapTexSubImage2DCHROMIUM for compressed texture?

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冶晶邓

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Feb 11, 2012, 8:15:36 PM2/11/12
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hi,all~
my program has a special need: update a huge texture repeatly.
in normal OPENGL, i can use PBO for this efficiently
but in ppapi gles, i could only use the glTexSubImage instead of PBO.
however, it's much slower than the latter

today i see the extension MapTexSubImage2DCHROMIUM, i wonder know if
it supports (or will support) compressed texture such as DXT1/DXT5 ?
if not, what's the best method for the compresssed texture update?

Nicholas Fullagar

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Feb 13, 2012, 4:24:36 PM2/13/12
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Hi, MapTexSubImage2DCHROMIUM is not proxied yet for NaCl, and is still a 'dev' interface (developer interface)  We're working on adding proxy and moving MapTexSubImage2DCHROMIUM out of dev, but as it is now it won't be for compressed texture formats.

How large is the compressed subimage and how often per frame do you need to update the huge compressed texture?

thx -nicholas


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冶晶邓

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Feb 13, 2012, 9:13:26 PM2/13/12
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hi Nicholas~
for reducing the batch(as suggested in DX), i use a huge texture to combine all the fragmentary images, then make a whole DP.
the texture is about 4096x4096, and the update process is dynamic: new created image will be updated to the hugetexture(in video memory), and none used recently image will be removed out.
i have already implemented this solution with dx and opengl,  dx has a function "UpdateSurface" and opengl has the "glCompressedTexSubImage"(with PBO support), which could do the update quickly.
as i know, ppapi gles is using DX in windows, so could it strengthen this extension for higher performance as in dx or desktop gl?


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