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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED WONTFIX - Weston calls eglCreateImageKHR/eglDestroyImageKHR every frame"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84117#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED WONTFIX - Weston calls eglCreateImageKHR/eglDestroyImageKHR every frame"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84117">bug 84117</a>
from <span class="vcard"><a class="email" href="mailto:sjwlaoda@163.com" title="Sunny <sjwlaoda@163.com>"> <span class="fn">Sunny</span></a>
</span></b>
<pre>Hi Daniel
sorry for the slow response.
I think it is quite expensive to allocate memory every frame, especially large
memory. I have worked for several graphics companies that are all avoid to do
such things.
when eglCreateImageKHR is called, my driver have to get the memory handle from
the dma buf fd, and during my test, the call stack is always pending on the
ioctl from user mode to kernel mode to wrap the dma buf fd.
if client side doesn't release the image when eglDestroyImageKHR is called,
when should the image to be released? from EGL's point of view, there is no
chance to release it</pre>
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