Unexpected pixel data layout when reading from GraphicBuffer
问题 I am currently working on a platform in the native Android framework where I use GraphicBuffer to allocate memory and then create an EGLImage from it. This is then used as a texture in OpenGL which I render to (with a simple fullscreen quad). The problem is when I read the rendered pixel data from the GraphicBuffer, I expect it to be in a linear RGBA format in memory but the result is a texture which contains three parallell smaller clones of the image and with overlapping pixels. Maybe that