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
>>> >>
>>> >> >
>>> >>
>>> >
>>> > >
>>> >
>>>
>>>
>>
>>
>> >
>>
>
> >
>

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