I am asking this with reference to an answer for my question at How to improve opengl es display performance in android . I was trying to build the code which uses GraphicBu
GraphicBuffer is in the namespace android.
Either add:
using namespace android;
or refer to GraphicBuffer with android::GraphicBuffer
Unfortunately, it got removed from here but you could get some answers there: http://community.arm.com/groups/arm-mali-graphics/blog/2013/10/24/eglimage--updating-a-texture-without-copying-memory-under-android
In short, you'll need to build Android platform code and create library that would wrap access to GraphicBuffer and required API and build against android code base. As other stated, you'll need to maintain the library...
This is an alternative approach: https://code.google.com/p/chromium/codesearch#chromium/src/third_party/deqp/src/framework/platform/android/tcuAndroidInternals.cpp&l=167
I am working on this problem these days, too.
Many blogs said a copy of Android source code is needed to link along with your project. I believe it's more elegant to get function from libui.so
in runtime, which is the "alternative approach" mentioned by Aleksandar Stojiljkovic.
I have written a simple library to do that. Here is it.