
Originally Posted by
suspense
I've tried reimplementing the GLSurfaceView by copying the Android source for that class and building in the capability to create a second EGLContext and make it current. The app still runs, but when resources are loaded from the second EGLContext, they're not sharing OpenGL object names. For example, the main thread would generate textures 1-3, and then on the loading thread it would generate those some texture names again.
From more searching on the web, it sounds like GL context sharing is just not available on many Android devices? I'm starting to feel like the hardware/driver situation on Android is just not ready for this kind of thing. It's hard to tell because some of the discussions I've found were several years old.
I also tried replacing the GLSurfaceView with a TextureView, as detailed on a Stackoverflow discussion I can't link (really?) because I'm a new member here. When I got it running, the frame rate was only around 10 FPS. So I haven't gone any farther yet in that direction. Any ideas why the TextureView would have such poor performance?