hardware-acceleration

OpenGL random crash on Honeycomb with Hardware Accelerated param set to true

ぃ、小莉子 提交于 2019-12-10 11:16:15
问题 I am experiencing a big probleme on Android Honeycomb 3.0 (Acer Iconia). I don't use any openGL view, I only set in the manifest android:hardwareAccelerated="true" The fact is that when I load a view with a certain amount of pictures, and I change its content and background several times on clicking on a button, my intent finishes and the previous intent appears. I thinks I well manage memory. This message appears when it appends: 06-22 10:13:53.510: ERROR/libEGL(951): call to OpenGL ES API

Which hardware chip/vendor does Apple use for its hardware-accelerated AES/SHA-1 encryption?

最后都变了- 提交于 2019-12-10 10:25:50
问题 This is a follow-up of sorts to my question: Does iPhone support hardware-accelerated AES Encryption?. After further analysis and hackery, I have determined that the iOS CommonCrypto supports hardware acceleration only for the AES-CBC mode (Cipher Block Chaining), but not AES-CTR (Counter) or AES-ECB (Electronic Codebook) modes. Although this differs from the open sourced code: http://opensource.apple.com/source/CommonCrypto/CommonCrypto-36064/Source/GladmanAES/ccNewGladman.c. So this seems

Using only part of crc32

岁酱吖の 提交于 2019-12-08 10:32:31
问题 Will using only 2 upper/lower bytes of a crc32 sum make it weaker than crc16? Background: I'm currently implementing a wireless protocol. I have chunks of 64byte each, and according to Data Length vs CRC Length I would need at most crc16. Using crc16 instead of crc32 would free up bandwidth for use in Forward error correction (64byte is one block in FEC). However, my hardware is quite low powered but has hardware support for CRC32. So my idea was to use the hardware crc32 engine and just

How to enable accelerated hardware in JavaScript for Canvas

走远了吗. 提交于 2019-12-08 08:15:46
问题 How do I enable hardware acceleration for HTML5 canvas in JavaScript? Or is it not possible in JavaScript? I remember that I read somewhere about doing that using something CSS or Webgl but I cannot remember. 回答1: UPDATE : as mentioned in other answers, this is not the correct answer as the css trick doesn't influence 3d canvas. What you probably remember is the CSS 'trick' that triggers accelerated display even if you don't really do 3d yourself: A common way is using: transform: translateZ

System.Numerics.Vectors 'Vector<T>': is it basically just System.UInt128?

99封情书 提交于 2019-12-08 07:51:12
问题 I'm looking into Vector<T> in the System.Numerics.Vectors namespace from version 4.5.0-preview1-26216-02. MSDN documentation says: Vector<T> is an immutable structure that represents a single vector of a specified numeric type. The count of a Vector<T> instance is fixed , but its upper limit is CPU-register dependent. https://docs.microsoft.com/en-us/dotnet/api/system.numerics.vector-1 (emphasis added) Even overlooking the misguided wording " count [sic.] of a Vector ", this sentence seems

Render an IDirect3DSurface9 from DXVA2?

独自空忆成欢 提交于 2019-12-08 05:08:25
问题 I got a IDirect3DSurface9 from DXVA2 video decoder using hardware acceleration. I'm try to Render this hardware IDirect3DSurface9 on My Window via its handle. The following is my summary code. The first, I call dxva2_init(AVCodecContext *s, HWND hwnd) ; with hwnd is window's handle int dxva2_init(AVCodecContext *s, HWND hwnd) { InputStream *ist = (InputStream *)s->opaque; int loglevel = (ist->hwaccel_id == HWACCEL_AUTO) ? AV_LOG_VERBOSE : AV_LOG_ERROR; DXVA2Context *ctx; int ret; if (!ist-

Android Webview on 4.4 freezes with nativeOnDraw failed; clearing to background color

北城以北 提交于 2019-12-07 21:07:44
问题 I know this question has been asked many times and there are few work arounds.But none of them work for me I have a app that uses webview . On opening many apps and then waking up this app sometimes makes the webview blank. Other components of the app works but the webview is stuck. I disabled the hardware acceleration in Androidmanifest.xml and it did not work <application android:name="com.nandish.app.MyApplication" android:largeHeap="true" android:hardwareAccelerated="false"> I tried to

Feeding D3D surfaces to Quick Sync encoder MFT does not work

坚强是说给别人听的谎言 提交于 2019-12-07 20:35:29
I want to encode video using the "Intel® Quick Sync Video H.264 Encoder MFT". I'm using the MFT manually, without using a paired decoder MFT, or any other MediaFoundation components. Feeding normal buffers (IMFSamples with buffers created by MFCreateAlignedMemoryBuffer) works well. Now I'm investigating whether I can feed it ID3D11Texture2D surfaces as input (DXGI_FORMAT_NV12, 1280x720) in order to improve performance. I tried to pass IMFSample instances created with MFCreateVideoSampleFromSurface or MFCreateDXGISurfaceBuffer to IMFTransform::ProcessInput and made multiple experiments (trying

OpenGL 4.0 GPU Draw Feature?

 ̄綄美尐妖づ 提交于 2019-12-07 18:21:57
问题 In Wikipedia and other sources' description of OpenGL 4.0 I read about this feature: Drawing of data generated by OpenGL or external APIs such as OpenCL, without CPU intervention. What is this referring to? Edit : Seems like this must be referring to Draw_Indirect which I believe somehow extends the draw phase to include feedback from shader programs or programs from interop (OpenCL/CUDA basically) It looks as if there are a few caveats and tricks to getting the calls to keep staying on the

Are 2D transforms hardware accelerated in Mobile Safari?

折月煮酒 提交于 2019-12-06 22:48:34
问题 I've often been told that CSS 3D transforms are hardware accelerated in Mobile Safari which makes me wonder if the implication is that 2D transforms are not? I can think of no reason why they wouldn't be, since they can basically all be implemented as 3D transforms, but I would like to know for sure. If it turns out that 2D transforms are not hardware accelerated, any insight as to why would be much appreciated. 回答1: You're right, CSS 2D transforms aren't hardware accelerated in Mobile Safari