probably done
[webkit_codecamp] / codecamp.tex
index c512f85..a5367be 100644 (file)
@@ -843,9 +843,8 @@ program}
                        \begin{tabular}{l}
                                {\color{coolblack}Exporting a dma buffer from a texture
                                \texttt{texA}:}\\ 
-                               \\
                                \begin{adjustbox}{max width=\textwidth}
-                                       \adjustbox{valign=t}{\includegraphics[height=3.8cm]{data/dma_export_and_struct.png}}
+                                       \adjustbox{valign=t}{\includegraphics[height=4cm]{data/dma_export_and_struct.png}}
                                \end{adjustbox}\\
                        \end{tabular}
                \end{table}
@@ -887,6 +886,39 @@ program}
 \end{frame}
 
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+\begin{frame}
+       \frametitle{Test program}
+
+       \begin{block}{\scriptsize{An exporter-importer that uses ANGLE and native
+               EGL}}
+               \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
+               \begin{itemize}
+                       \itemsep0.3cm
+                       \itemsep0.2cm
+                       \item First context is EGL/OpenGL like the one in main graphics
+                               pipeline.
+                       \item Second is ANGLE with EGL/GLESv2 backend like the one in
+                               WebGL2.
+                       \item EGL/OpenGL context creates an empty texture and exports the dma\_buf
+                               fd and all other information about the buffer.
+                       \item ANGLE context creates another empty texture using the same
+                               dma\_buf and the import mechanism.
+                       \item ANGLE context fills the emty ANGLE texture.
+                       \item EGL/OpenGL context displays the previously empty OpenGL/EGL
+                               texture.
+                       \item EGL/OpenGL texture contains what ANGLE texture had.
+                       \item \textbf{We shared the ANGLE data without copying them!}
+               \end{itemize}
+
+       \end{block}
+       \vspace{0.2cm}
+       \scriptsize{
+               \begin{center}
+                       \textbf{\color{coolblack}Check the blog posts for more details!}
+               \end{center}
+               }
+\end{frame}
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -925,7 +957,6 @@ program}
 
         }
     \end{block}
-
 \vspace{0.3cm}
 \end{frame}