Junrou Nishida
Junrou Nishida
Please don't leave the `Code to Reproduce the issue` field blank. > My goal is to skip copying data from GPU to CPU and then passing it back to GPU...
> ```cs > textureFrame.ReadTextureFromOnGPU(texture); > ``` What is the return value? (if it returned `false`, it means it failed) > For Metal support I meant, if it's possible to pass...
> `textureFrame.ReadTextureFromOnGPU(texture);` returns `true`. Hmm, I don't know. On my Android device, it certainly works when I applied the below patch. ```diff diff --git a/Assets/MediaPipeUnity/Samples/Common/Scripts/Solution.cs b/Assets/MediaPipeUnity/Samples/Common/Scripts/Solution.cs index 813c66a..a6f4322 100644 ---...
> Settings are shown below, should I maybe set any of the ES version to be required? OpenGL ES 3.2 is required to share the context with MediaPipe (that's why...
> I would very much appreciate it, if you could please verify that ReadTextureFromOnGPU works on your side. I confirmed (see https://github.com/homuler/MediaPipeUnityPlugin/issues/768#issuecomment-1279975261).
I think you should display the target texture (after calling `ReadTextureFromOnGPU`) on the screen first.
Pixel 6. At any rate, I think you should check if the pixel data is actually copied on GPU (cf. https://github.com/homuler/MediaPipeUnityPlugin/issues/768#issuecomment-1282360996).
Which log is output on your device? (maybe you need to build your apk with `Development Build` checked). https://github.com/homuler/MediaPipeUnityPlugin/blob/391d7d98b127ce41ceac85ec47f6126664f1bc4e/Packages/com.github.homuler.mediapipe/Runtime/Scripts/Unity/GpuManager.cs#L78-L87 > This **does** actually display the correct image in the RawImage...
> I had to change the format of the pool from `TextureFormat.RGBA32` to `TextureFormat.ARGB32`. I think there's a typo in the comment :) So it seems that the cause was:...
> Currently this on average causes 90-100 ms of lag. Do you mean `_glSyncToken.Wait()` takes 90-100ms? If so, how did you measure it?