<div dir="ltr"><div>Your extension string is too short. This is what I have:<br><br> GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, <br> GL_APPLE_texture_max_level, GL_EXT_base_instance, <br> GL_EXT_blend_func_extended, GL_EXT_blend_minmax, GL_EXT_buffer_storage, <br> GL_EXT_clip_cull_distance, GL_EXT_color_buffer_float, <br> GL_EXT_compressed_ETC1_RGB8_sub_texture, GL_EXT_copy_image, <br> GL_EXT_discard_framebuffer, GL_EXT_draw_buffers, <br> GL_EXT_draw_buffers_indexed, GL_EXT_draw_elements_base_vertex, <br> GL_EXT_frag_depth, GL_EXT_geometry_point_size, GL_EXT_geometry_shader, <br> GL_EXT_gpu_shader5, GL_EXT_map_buffer_range, GL_EXT_memory_object, <br> GL_EXT_memory_object_fd, GL_EXT_multi_draw_arrays, <br> GL_EXT_occlusion_query_boolean, GL_EXT_polygon_offset_clamp, <br> GL_EXT_primitive_bounding_box, GL_EXT_read_format_bgra, GL_EXT_robustness, <br> GL_EXT_semaphore, GL_EXT_semaphore_fd, GL_EXT_separate_shader_objects, <br> GL_EXT_shader_integer_mix, GL_EXT_shader_io_blocks, <br> GL_EXT_tessellation_point_size, GL_EXT_tessellation_shader, <br> GL_EXT_texture_border_clamp, GL_EXT_texture_buffer, <br> GL_EXT_texture_compression_dxt1, GL_EXT_texture_cube_map_array, <br> GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, <br> GL_EXT_texture_rg, GL_EXT_texture_sRGB_decode, <br> GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage, <br> GL_KHR_blend_equation_advanced, GL_KHR_context_flush_control, <br> GL_KHR_debug, GL_KHR_no_error, GL_KHR_robust_buffer_access_behavior, <br> GL_KHR_robustness, GL_MESA_shader_integer_functions, GL_NV_draw_buffers, <br> GL_NV_fbo_color_attachments, GL_NV_image_formats, GL_NV_read_buffer, <br> GL_NV_read_depth, GL_NV_read_depth_stencil, GL_NV_read_stencil, <br> GL_OES_EGL_image, <span style="background-color:rgb(249,203,156)"><b>GL_OES_EGL_image_external</b></span>, <br> GL_OES_EGL_image_external_essl3, GL_OES_EGL_sync, <br> GL_OES_compressed_ETC1_RGB8_texture, GL_OES_copy_image, GL_OES_depth24, <br> GL_OES_depth_texture, GL_OES_depth_texture_cube_map, <br> GL_OES_draw_buffers_indexed, GL_OES_draw_elements_base_vertex, <br> GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, <br> GL_OES_geometry_point_size, GL_OES_geometry_shader, <br> GL_OES_get_program_binary, GL_OES_gpu_shader5, GL_OES_mapbuffer, <br> GL_OES_packed_depth_stencil, GL_OES_primitive_bounding_box, <br> GL_OES_required_internalformat, GL_OES_rgb8_rgba8, GL_OES_sample_shading, <br> GL_OES_sample_variables, GL_OES_shader_image_atomic, <br> GL_OES_shader_io_blocks, GL_OES_shader_multisample_interpolation, <br> GL_OES_standard_derivatives, GL_OES_stencil8, GL_OES_surfaceless_context, <br> GL_OES_tessellation_point_size, GL_OES_tessellation_shader, <br> GL_OES_texture_3D, GL_OES_texture_border_clamp, GL_OES_texture_buffer, <br> GL_OES_texture_cube_map_array, GL_OES_texture_float, <br> GL_OES_texture_float_linear, GL_OES_texture_half_float, <br> GL_OES_texture_half_float_linear, GL_OES_texture_npot, <br> GL_OES_texture_stencil8, GL_OES_texture_storage_multisample_2d_array, <br> GL_OES_vertex_array_object, GL_OES_vertex_half_float, <br> GL_OES_viewport_array<br><br></div>Marek<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Apr 17, 2018 at 6:30 AM, Zong, Wei <span dir="ltr"><<a href="mailto:wei.zong@intel.com" target="_blank">wei.zong@intel.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Hi Marek,<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Thanks for your help. Now I can use GL extension</span><span style="font-family:"Arial",sans-serif;color:#44546a"> “</span><b><span style="font-family:"Arial",sans-serif">GL_OES_EGL_image_external</span></b><span style="font-family:"Arial",sans-serif;color:#44546a">”
</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">to load and render NV12 image, it works well on my platform (Broxton).
<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">To ensure using this extension correctly on any platform, I checked for supported OpenGL extensions by glGetString() function, and printed out the list of supported
extensions. Unfortunately, I did not find </span><span style="font-family:"Arial",sans-serif;color:#44546a;background:white">“</span><b><span style="font-family:"Arial",sans-serif">GL_OES_EGL_image_external</span></b><span style="font-family:"Arial",sans-serif;color:#44546a;background:white">”
</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">in the list.</span><span style="font-family:"Arial",sans-serif;color:#44546a"><u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#44546a"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#44546a">GL EXTENSIONS:<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_EXT_debug_marker GL_ANDROID_extension_pack_<wbr>es31a GL_ANGLE_texture_compression_<wbr>dxt3 GL_ANGLE_texture_compression_<wbr>dxt5 GL_APPLE_texture_max_level GL_EXT_blend_func_extended
GL_EXT_blend_minmax GL_EXT_buffer_storage GL_EXT_clip_cull_distance GL_EXT_color_buffer_float GL_EXT_compressed_ETC1_RGB8_<wbr>sub_texture GL_EXT_copy_image GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_buffers_indexed GL_EXT_draw_elements_base_<wbr>vertex
GL_EXT_frag_depth GL_EXT_geometry_point_size GL_EXT_geometry_shader GL_EXT_gpu_shader5 GL_EXT_map_buffer_range GL_EXT_multi_draw_arrays GL_EXT_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_primitive_bounding_box GL_EXT_read_format_bgra GL_EXT_robustness
GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_<wbr>fetch GL_EXT_shader_framebuffer_<wbr>fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_shader_ samples_identical GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_border_clamp<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#44546a"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#44546a">I also printed out the GL information of my platform I’m using:<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_VENDOR: Intel Open Source Technology Center<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_RENDERER: Mesa DRI Intel(R) HD Graphics 505 (Broxton)<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_VERSION: OpenGL ES 3.2 Mesa 18.1.0-devel (git-d63719023b)<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20<u></u><u></u></span></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Could you please give me a hint if I made something wrong to query the extension name string</span> “<b><span style="font-size:10.0pt;font-family:"Arial",sans-serif">GL_OES_EGL_image_external</span></b>”
<span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">from GL?
<u></u><u></u></span></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d"><u></u> <u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Thanks,<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Zong Wei<u></u><u></u></span></p>
<p class="MsoNormal"><a name="m_2996800481728240339__MailEndCompose"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d"><u></u> <u></u></span></a></p>
<p class="MsoNormal"><a name="m_2996800481728240339______replyseparator"></a><b><span style="font-size:11.0pt;font-family:"Calibri",sans-serif">From:</span></b><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"> Marek Olšák [mailto:<a href="mailto:maraeo@gmail.com" target="_blank">maraeo@gmail.com</a>]
<br>
<b>Sent:</b> Tuesday, March 20, 2018 9:42 AM<br>
<b>To:</b> Zong, Wei <<a href="mailto:wei.zong@intel.com" target="_blank">wei.zong@intel.com</a>><br>
<b>Cc:</b> <a href="mailto:mesa-dev@lists.freedesktop.org" target="_blank">mesa-dev@lists.freedesktop.org</a><br>
<b>Subject:</b> Re: [Mesa-dev] Create texture2D from NV12<u></u><u></u></span></p>
<p class="MsoNormal"><u></u> <u></u></p>
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<p class="MsoNormal" style="margin-bottom:12.0pt">The only way is to use GL_OES_EGL_image_external to load an NV12 image. kmscube does that.<u></u><u></u></p>
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<p class="MsoNormal">Marek<u></u><u></u></p>
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<p class="MsoNormal"><u></u> <u></u></p>
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<p class="MsoNormal">On Fri, Mar 16, 2018 at 4:10 AM, Zong, Wei <<a href="mailto:wei.zong@intel.com" target="_blank">wei.zong@intel.com</a>> wrote:<u></u><u></u></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif">H<span style="color:#1f497d">ello</span>,<u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"> <u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">May I ask a question? I got a NV12 image buffer and I want to render it with OpenGL. I know a method to do this is to bind Y/UV planes as two separate textures,
then perform YUV to RGB conversion in fragment shader</span><span style="font-size:11.5pt;font-family:"Arial",sans-serif;color:#242729">.</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;color:#1f497d"> </span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">But I want to know if Mesa provide APIs to create and bind a texture 2D image with NV12 format directly?</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;color:#1f497d"> </span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Thanks,</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1f497d">Zong Wei</span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt"> </span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><span style="font-size:11.0pt"> </span><span style="font-size:11.0pt;font-family:"Calibri",sans-serif"><u></u><u></u></span></p>
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<p class="MsoNormal"><u></u> <u></u></p>
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