On Wed, Feb 4, 2009 at 1:45 AM, anand b <[email protected]> wrote: > > 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 !
Yes it is. Unless the framebuffer is posted before it is complete because of a bug in your display driver. mathias > > 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 -~----------~----~----~----~------~----~------~--~---
