Texture unit copy and create EGLImageKHR picture

  1. How to realize texture unit copy?
    Save the texture unit of the last rendering and the last texture unit of the last time, and process them for use in this rendering.
    //It doesn’t seem right to adopt the following strategy
     /*glBindFramebuffer(GL_FRAMEBUFFER, m_nSvFbo);
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_nSvTextureSrc, 0);
     glBindTexture(GL_TEXTURE_2D, m_nSvTextureLast1);
     glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,480, 720);//Report 0x501:GL_INVALID_VALUE
     glBindFramebuffer(GL_FRAMEBUFFER, 0);
     glBindTexture(GL_TEXTURE_2D, 0);*/
  1. When reading local RGB or YUV image data, how to create EGLImageKHR image through eglCreateImageKHR?
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
EGLClientBuffer tagPara;//???
EGLImageKHR eglSrcImage = eglCreateImageKHR(display, EGL_NO_CONTEXT,EGL_NATIVE_BUFFER_ANDROID,(EGLClientBuffer)&tagPara,0);

How to set the fourth parameter tagPara?