LockedImage* outputImage) { ALOGV("%s: Try to lock the BufferItem", __FUNCTION__); if (bufferItem == nullptr || outputImage == nullptr) { ALOGE("Input BufferItem or output LockedImage is NULL!"); return BAD_VALUE; } status_t res = lockImageFromBuffer(bufferItem->mGraphicBuffer, in...
status_t SurfaceFlinger::createLayer( const String8& name, const sp<Client>& client, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags, uint32_t windowType, uint32_t ownerUid, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* parent) { if (int32_t(w|h...
we can safely// drop this fence, as it will never be received by the producer.if(!stillTracking(slot, graphicBuffer)) {returnOK; }//老的fence为null,直接赋值if(
而mBatches中所有的DrawOp都会通过OpenGL被绘制到GraphicBuffer中,最后通过swapBuffers通知SurfaceFlinger合成。 总结 软件绘制同硬件合成的区别主要是在绘制上,内存分配、合成等整体流程是一样的,只不过硬件加速相比软件绘制算法更加合理,同时减轻了主线程的负担。 作者:看书的小蜗牛...
* The sprite retains a copy of the bitmap for subsequent rendering. */ virtual void setIcon(const SpriteIcon& icon) = 0; inline void clearIcon() { setIcon(SpriteIcon()); } /* Sets whether the sprite is visible. */ virtual void setVisible(bool visible) = 0; ...
GraphicBuffer::USAGE_SW_READ_NEVER, std::string("Bitmap::allocateHardwareBitmap pid [") + std::to_string(getpid()) + "]"); createUploader(usingGL); //初始化一个thread作upload texture使用 if (!sUploader->uploadHardwareBitmap(bitmap, format, buffer)) { ...
General description On real hardware whenever a video starts it has a (roughly) 50-50 chance of working or rendering completely black. The audio, subtitles, and all work fine; the progress bar advances correctly and it is possible to see...
从图1就可以看出,每一个UI元数据缓冲区都可能对应有一个UI数据缓冲区,这个UI数据缓冲区又可以称为图形缓冲区,它使用一个 GraphicBuffer对象来描述。注意,一个UI元数据缓冲区只有第一次被使用时,Android应用程序才会为它创建一个图形缓冲区,因此,我们 才说每一个UI元数据缓冲区都可能对应有一个UI数据缓冲区。例如...
\Users\User\flutter\.pub-cache\hosted\pub.dartlang.org\webview_flutter_wkwebview-2.8.0\ [ +37 ms] Generating C:\Users\User\Development\bug\android\app\src\main\java\io\flutter\plugins\GeneratedPluginRegistrant.java [ +298 ms] ro.hardware = ranchu [ +40 ms] Using hardware rendering with...
Fence>fence;status_tresult=mGraphicBufferProducer->dequeueBuffer(&buf,&fence,mSwapIntervalZero,reqW,reqH,mReqFormat,mReqUsage);sp<GraphicBuffer>&gbuf(mSlots[buf].buffer);if((result&IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION)||gbuf==0){result=mGraphicBufferProducer->requestBuffer(buf,&gbuf)...