Hi Dima, Based on the double bufferred design of SurfaceFlinger, I expected it to work (at a slow speed) with low mips as well.
When I hit a breakpoint just before flipping fb, I should not be seeing any artefacts on the display if the frame composition has completed. If there are less mips, this composition would take more time. What is not clear is if the composition with soft OpenGL is really complete when the framebuffer is posted ! regards, anand On Wed, Feb 4, 2009 at 1:54 PM, Dima Zavin <[email protected]> wrote: > >> We are using a ARM9 based board and the soft OpenGL implementation >> available in Android. >> >> We are using a WVGA display. For display driver, we are synching with > > Are you sure you have the horsepower to handle this with the ARM9? What > frequency is the CPU at? What does your memory bandwidth look like? What is > your refresh rate? 60Hz? > > --Dima > >> >> display interrupt so that should not be a problem. We will again check >> the fb contents when they are posted. >> >> We also see a similar problem with video. The video frame seems to be >> made up of 2 triangles, but the diagonal line is visible for some >> frames. This could be possible if the 2 triangles of the displayed >> frame are from 2 different video frames. >> >> So we are suspecting that the screen is not composited completely by >> SurfaceFlinger. Can you give some hints? >> >> Thanks, >> Anand >> >> >> On Tue, Feb 3, 2009 at 1:00 AM, Mathias Agopian <[email protected]> >> wrote: >> > >> > Could give more details? Which hardware is this? >> > Could be a bug in your display driver or GL driver. >> > >> > >> > Mathias >> > >> > On Mon, Feb 2, 2009 at 6:27 AM, anand b <[email protected]> wrote: >> >> >> >> Hi, >> >> >> >> We are seeing some artefacts while running the OpenGL application >> >> "Translucent GLSurfaceView" on our board. Could you please help us to >> >> understand what could be going wrong? >> >> >> >> We see a flicker (where the background image is visible) for a short >> >> time instead of 2 intersecting cubes. So, the final image is not >> >> consistent. >> >> >> >> Due to double bufferring in SurfaceFlinger, we expected to always see >> >> a consistent image on the framebuffer irrespective of the >> >> rendering/cpu speed. >> >> >> >> Due to the flicker, it seems that the OpenGL composition in >> >> SurfaceFlinger is somehow timed out and some triangles are not >> >> processed. Is this the way SurfaceFlinger is implemented? >> >> >> >> How can we ensure that SurfaceFlinger completes composition before a >> >> frame is displayed? >> >> >> >> We are using code from Android 1.0 release. Are there patches fixing >> >> this issue and if so could you please point me to those? >> >> >> >> Thanks, >> >> Anand >> >> >> >> > >> >> >> > >> > > >> > >> >> > > > > > --~--~---------~--~----~------------~-------~--~----~ unsubscribe: [email protected] website: http://groups.google.com/group/android-porting -~----------~----~----~----~------~----~------~--~---
