I have been trying to implement a render to texture approach in our application that uses GLES 3 and I have got it working but I am a little disappointed with the frame rate drop.
So far we have been rendering directly to the main FBO, which has been a multisampled FBO created using EGL_SAMPLES=8.
What I want basically is to be able to get a hold of the pixels that have been already drawn, while I'm still drawing. So I thought a render to texture approach should do it. Then I'd just read a section of the off-screen FBO's texture whenever I want and when I'm done rendering to it I'll blit the whole thing to the main FBO.
Digging into this I found I had to implement a system with a multisampled FBO as well as a non-multisampled textured FBO in which I had to resolve the multisampled one. Then just blit the resolved to the main FBO.
This all works but the problem is that by using the above system and a non-multisampled main FBO (EGL_SAMPLES=0) I get quite a big frame rate drop compared to the frame rate I get when I use just the main FBO with EGL_SAMPLES=8.
Digging a bit more into this I found people reporting online as well as a post here https://community.arm.com/thread/6925 that says that the fastest approach to multisampling is to use EGL_SAMPLES. And indeed that's what it looks like on the jetson tk1 too which is our target board.
Which finally leads me to the question, and apologies for the long introduction:
Is there any way that I can design this to use a non-multisampled off-screen fbo for all the rendering that eventually is blitted to a main multisampled FBO that uses EGL_SAMPLES?