- \begin{block}{\scriptsize{How the kernel DMA buffers would help us avoid copying
- the WebGL texture data?}}
-
- \begin{center}
- \begin{itemize}
- \item Each texture is backed by a Linux kernel dma\_buffer.
- \item Multiple textures can use the same dma buffer as backing
- storage if they meet some requirements.
- \item We can export the file descriptor of one buffer from one
- driver and use it to access the buffer from the other
- driver.
- \item So we can export the FD that corresponds to the compositor
- texture, import it in WebGL when we create the render target
- and when the WebGL texture is filled, the compositor texture
- will be also filled, as they share the backing storage!
- \end{itemize}
- \end{center}
- \end{block}
- \begin{block}{\scriptsize{EGL and GL extensions that can be used:}}
+% \begin{comment}
+% \begin{block}{\scriptsize{How the kernel DMA buffers would help us avoid copying
+% the WebGL texture data?}}
+%
+% \begin{center}
+% \begin{itemize}
+% \item Each texture is backed by a Linux kernel dma\_buffer.
+% \item Multiple textures can use the same dma buffer as backing
+% storage if they meet some requirements.
+% \item We can export the file descriptor of one buffer from one
+% driver and use it to access the buffer from the other
+% driver.
+% \item So we can export the fd that corresponds to the compositor
+% texture, import it in WebGL when we create the render target
+% and when the WebGL texture is filled, the compositor texture
+% will be also filled, as they share the backing storage!
+% \end{itemize}
+% \end{center}
+% \end{block}
+% \end{comment}
+
+ \begin{block}{\scriptsize{EGL and GL extensions to share content across
+ drivers using dma\_buf buffers:}}