I’m currently using pbos and glTexSubImage to update textures per frame, and the GPU usage is about 15%, if I delete the glTexSubImage part and use the same shader to render static input texture (I assume the calculation is the same), the GPU usage is only 3%. I don’t know why glTexSubImage takes so much GPU usage, what is the proper way to do texture streaming in EGL?
Hi,
Please check if you can apply a patch to either sample in
/usr/src/nvidia/graphics_demos/
to show the deviation. So that we can replicate it and check further.
For Jetpack 5, NvBuffer is deprecated. Please use NvBufSurface APIs. We have migration guide in
https://developer.nvidia.com/sites/default/files/akamai/embedded/nvbuf_utils_to_nvutils_migration_guide.pdf