hardware-acceleration

Getting QualComm encoders to work via MediaCodec API

会有一股神秘感。 提交于 2019-12-18 11:43:13
问题 I am trying to do hardware encoding (avc) of NV12 stream using Android MediaCodec API. When using OMX.qcom.video.encoder.avc, resolutions 1280x720 and 640x480 work fine, while the others (i.e. 640x360, 320x240, 800x480) produce output where chroma component seems shifted (please see snapshot). I have double-checked that the input image is correct by saving it to a jpeg file. This problem only occurs on QualComm devices (i.e. Samsung Galaxy S4). Anyone has this working properly? Any additional

Does GDI+ support graphics acceleration?

三世轮回 提交于 2019-12-18 09:33:12
问题 I'm trying to write a screensaver for a Windows platform using C++ and Win APIs. To render graphics I'm using GDI+, but the issue is rendering png's with some small amount of animation (fade-in and -out) becomes very "CPU heavy." So I was wondering if there's a way to enable GPU acceleration for GDI+ APIs? And if it's not possible, is there something that I can use from a non-managed code that supports GPU acceleration (apart from OpenGL or DirectX)? 回答1: Nope. GDI is mostly about

Java Hardware Acceleration not working with Intel Integrated Graphics

天涯浪子 提交于 2019-12-18 00:48:26
问题 Hi everyone I hope someone can help me solve this problem. I'm having trouble getting hardware acceleration to work on a laptop with Intel Integrated Graphics. The Problem: Hardware Acceleration using Java 7 update 11 doesn't appear to be working with Intel Integrated Graphics on a Windows 7 and 8 machine using a BufferStrategy with a JFrame. Details Graphics Card: Intel(R) HD Graphics 4000 JRE: Java 7 Update 11 OS: Windows 7, Windows 8 Expected Results Actual Results Resources If you want to

Punch a hole in a rectangle overlay with HW acceleration enabled on View

ぐ巨炮叔叔 提交于 2019-12-17 21:45:47
问题 I have a view which does some basic drawing. After this I want to draw a rectangle with a hole punched in so that only a region of the previous drawing is visible. And I'd like to do this with hardware acceleration enabled for my view for best performance. Currently I have two methods that work, but only works when disabled hardware acceleration and the other is too slow. Method 1: SW Acceleration (Slow) final int saveCount = canvas.save(); // Clip out a circle. circle.reset(); circle

Intel graphics hardware H264 MFT ProcessInput call fails after feeding few input samples, the same works fine with Nvidia hardware MFT

为君一笑 提交于 2019-12-17 19:23:19
问题 I'm capturing the desktop using DesktopDuplication API and converting the samples from RGBA to NV12 in GPU and feeding the same to MediaFoundation hardware H264 MFT. This works fine with Nvidia graphics, and also with software encoders but fails when only intel graphics hardware MFT is available. The code works fine on the same intel graphics machine if I fallback to Software MFT. I also have ensured that the encoding is actually done in hardware on Nvidia graphics machines. On Intel graphics

Software rendering mode - WPF

[亡魂溺海] 提交于 2019-12-17 06:05:09
问题 I have a WPF user control for which I need to force rendering in RenderMode.SoftwareOnly . Since I am using .NET 3.5, I had to do something like, var hwndSource = PresentationSource.FromVisual(this) as HwndSource; if (hwndSource != null) { hwndSource.CompositionTarget.RenderMode = RenderMode.SoftwareOnly; } But this is not working on my application, The WPF program is crashing on few machines and turning off the hardware acceleration at the registry level seems to fix the issue. The above

Drawing a single large image with the graphics card in a custom control

女生的网名这么多〃 提交于 2019-12-13 05:15:12
问题 Simply put, I'm trying to draw an image (2560x2048) that is supposed to be zoomed / draged and such but the performance is very bad, because it flickers everytime I move it. I use a custom control to be able to drag the image to a new position and zoom in and out, which means it have to be flexible and fast. So, what is the easiest and best way to just draw a single image with the graphics card? Without having to initialize a thousand directX objects just for one simple purpose. Overall, the

WPF PathGeometry rendering

烈酒焚心 提交于 2019-12-12 15:18:23
问题 I have a PathGeometry containg a single polyline, and at a fixed interval I add a new point to the line (to plot a waveform). When using the Perforator tool I can see that every time I add a point to the line, WPF marks the entire PathGeometry as 'dirty', causing the entire shape to be re-rendered. I hoped it would only redraw the single pixel. Is there any way to accomplish that? 回答1: The short answer is No.. WPF is correct in dirtying the entire geometry upon a change as it take into

Setting android:hardwareAccelerated=“true” in <activity> or in <application>

我的未来我决定 提交于 2019-12-12 10:36:43
问题 I want my app, which relies heavily on GPU, to use hardware acceleration. On some forums I've been suggested to set android:hardwareAccelerated="true" inside <application> and on other forums same attribute inside <activity> inside my AndroidManifest.xml . Below is the representation of what it looks like: <application ... android:hardwareAccelerated="true" ...> <activity ... android:hardwareAccelerated="true" ...> </activity> </application> I ended up setting in both, yet I wonder, which one

C++ amp: Transferring data async and keeping data on accelerator

断了今生、忘了曾经 提交于 2019-12-12 10:13:01
问题 I have a often called function that is highly suited for parallel processing, so i investigated C++ amp for starters. The function accepts three inputs: a vector of floats, which is the input data a vector of constant coefficients, which stays the same throughout calls an output vector, where the result is written to. Now obviously, #1 has to be copied onto the GPU each call. For this, I'm using a stack-managed const array<>, which works fine. For #2, the optimal case would be to somehow keep