> when draw YUV frame use opengl 2.0 and shader on nexus one,but the
> function  glTexImage2D is too slow ,cost 40-60 ms
> who can fix it ?I want know whether EGLimage can fix it,but I do not know how 
> use EGLimage,who can give me some examples?
   the key codes:
> -------------------------------------------------
>
> int CreateSimpleTexture2D()
>         {
>                 int err, i;
>
>                 for (i=0; i<3;i++)
>                 {
>                         glGenTextures(1, &userData.textureId[i]);
>                         if (err = glGetError()) {
>                         //      NSLog(@"Error: Could not generate texture: 
> %d", err);
>                         
> __android_log_print(ANDROID_LOG_ERROR,"CreateSimpleTexture2D","Error:
> Could not generate texture: %d", err);
>                                 return 0;
>                         }
>
>                         glBindTexture(GL_TEXTURE_2D, userData.textureId[i]);
>                         if (err = glGetError()) {
>                         //      NSLog(@"Error: Could not bind texture: %d", 
> err);
>                                         
> __android_log_print(ANDROID_LOG_ERROR,"CreateSimpleTexture2D","Error:
> Could not bind texture: %d", err);
>                                 return 0;
>                         }
>                 }
>
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
> GL_LINEAR);
>                 if (err = glGetError()) {
>                         //NSLog(@"Error: Could not set texture minimization 
> filter: %d", err);
>                         
> __android_log_print(ANDROID_LOG_ERROR,"CreateSimpleTexture2D","Error:
> Could not set texture minimization filter: %d", err);
>                         return 0;
>                 }
>
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
> GL_LINEAR);
>                 if (err = glGetError()) {
>                 //      NSLog(@"Error: Could not set texture magnification 
> filter: %d", err);
>                 
> __android_log_print(ANDROID_LOG_ERROR,"CreateSimpleTexture2D","Error:
> Could not set texture magnification filter: %d", err);
>                         return 0;
>                 }
>
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_CLAMP_TO_EDGE);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_CLAMP_TO_EDGE);
>                 glGenerateMipmap(GL_TEXTURE_2D);
>                 return 1;
>         }
>
> ---------------------------------------render frame
> -------------------------------------------------
>                 glViewport ( 0, 0, g_WindowsWidth, g_WindowsHeight );
>                 checkGlError("glViewport");
>                 //glDrawBuffer(GL_COLOR_ATTACHMENT0);
>                 // Clear the color buffer
>                 glClear ( GL_COLOR_BUFFER_BIT );
>                 checkGlError("glClear");
>                 // Use the program object
>                 glUseProgram ( userData.programObject );
>                 checkGlError("glUseProgram");
>                 // Load the vertex position
>                 glVertexAttribPointer ( userData.positionLoc, 3, GL_FLOAT,
>                                                            GL_FALSE, 5 * 
> sizeof(GLfloat), vVertices );
>                 // Load the texture coordinate
>                 glVertexAttribPointer ( userData.texCoordLoc, 2, GL_FLOAT,
>                                                            GL_FALSE, 5 * 
> sizeof(GLfloat), &vVertices[3] );
>
>                 glEnableVertexAttribArray ( userData.positionLoc );
>                 glEnableVertexAttribArray ( userData.texCoordLoc );
>
>                 long long  ttttttt=av_gettime();
>                 // Bind the texture
>                 glActiveTexture ( GL_TEXTURE1 );
>                 glBindTexture ( GL_TEXTURE_2D, userData.textureId[1] );
>                 glUniform1i ( userData.samplerLocU, 1);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_CLAMP_TO_EDGE);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_CLAMP_TO_EDGE);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_REPEAT);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_REPEAT);
>                 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
>
>                 //glPixelStorei(GL_UNPACK_ALIGNMENT,1);
>
>                 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width/2, 
> height/2, 0,
> GL_LUMINANCE, GL_UNSIGNED_BYTE, pict->data[1]);
>                 checkGlError("glTexImage2D....pict->data[1]");
>                 //glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width*0.5,
> height*0.5, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pict->data[1]);
>
>                 // Bind the texture
>                 glActiveTexture ( GL_TEXTURE2 );
>                 glBindTexture ( GL_TEXTURE_2D, userData.textureId[2] );
>                 glUniform1i ( userData.samplerLocV, 2);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_CLAMP_TO_EDGE);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_CLAMP_TO_EDGE);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_REPEAT);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_REPEAT);
>                 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
>                 //glPixelStorei(GL_UNPACK_ALIGNMENT,1);
>
>                 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,width/2, 
> height/2, 0,
> GL_LUMINANCE, GL_UNSIGNED_BYTE, pict->data[2]);
>
>                 checkGlError("glTexImage2D....pict->data[2]");
>                 // Set the sampler texture unit to 0
>                 glActiveTexture ( GL_TEXTURE0 );
>                 glBindTexture ( GL_TEXTURE_2D, userData.textureId[0] );
>                 glUniform1i ( userData.samplerLocY, 0);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
>                 
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_CLAMP_TO_EDGE);
>                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_CLAMP_TO_EDGE);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
> GL_REPEAT);
>                 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
> GL_REPEAT);
>                 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
>                 //glPixelStorei(GL_UNPACK_ALIGNMENT,1);
>
>                 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
> GL_LUMINANCE, GL_UNSIGNED_BYTE, pict->data[0]);
>                 
> __android_log_print(ANDROID_LOG_ERROR,"GPU","%lld",(av_gettime()-ttttttt)/1000);
>                 checkGlError("glTexImage2D....pict->data[0]");
>                 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices 
> );

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