On comparing the performance of
1) drawing a texture quad to a native display (glTexSubImage+glDrawArrays+eglSwapBuffers)
2) Drawing a pixel buffer directly to the framebuffer without using any opengles
there was a VERY noticable difference. The direct draw to framebuffer was 3 times faster. Is there any way to tweak and optimize (1). What could be the cause of delay? Does a texture upload involve some inter process communication?
Thanks for your help.