The window server provides a region of Shared memory to clients for drawing and then composites this into the frame buffer (on the GPU).
窗口服务器为客户提供了一块共用内存区域用来绘图,然后(用gpu)将其混合为帧缓冲。
The obvious disadvantage to this was that all processes had access to the frame buffer, so could corrupt the display easily and synchronizing drawing between applications was very difficult.
这一设计明显的缺点是所有的进程都能访问帧缓冲,所以很容易导致显示问题,而且在不同应用程序间的同步绘图十分困难。
The device associated with the frame buffer is /dev/fb0 (Major Number 29, Minor Number 0).
与帧缓冲区有关的设备是 /dev/fb0(主设备号29,次设备号0)。
The API does not try to guess anything anymore – all frame buffer related actions such as tile loads & stores, anti-aliasing resolves are done explicitly.
API不用再去说明什么——因为所有与帧缓冲相关的动作例如加载平铺,抗锯齿处理已经充分做好了。
This buffer shows the status of all the breakpoints and is shown in Figure 3 in its own frame.
这个buffer在它自己的frame中显示所有断点的状态,如图3所示。
This buffer displays the call stack, with the current frame displayed in inverse video.
这个buffer显示调用堆栈,对当前frame反色显示。
You also can select the frame that you want to examine by right-clicking it in the stack buffer.
你也可以在stack buffer中右键单击以选择你要查看的frame。
Your selections determine settings such as bit rate , frame rate , and buffer size .
您的选择决定了比特率、帧速率和缓冲区大小等设置。
Select encoding Settings for your content. Your selections determine Settings such as bit rate, frame rate, and buffer size.
为内容选择编码设置。您的选择决定了比特率、帧速率和缓冲区大小等设置。
The input bit rate and the output frame rate of video decoder is fix, so a Rate Buffer is needed to balance this rate difference.
而经解码后显示的侦速率是恒定的,这就要求在解码端有一个缓冲器来实现输入码率与输出码率间的过渡。
The new method improves the efficiency of bus and reduces the size of frame buffer in memory and FIFO in DMA channel.
这种结构提高了总线效率,并且减小了内存中解码帧缓冲器和通道中FIFO的面积。
The value of this stage is multiplied by frame buffer source color value.
此阶段的值是和源帧缓冲中源颜色的值相乘。
The course of their work in graphics, Z buffer, frame buffer and texture buffer memory bandwidth will be substantially occupied resources.
在显卡工作过程中,Z缓冲器、帧缓冲器和纹理缓冲器都会大幅占用显存带宽资源。
If you know how to get at a bitmap once it's rendered by the frame buffer and are confident that getting at it won't eat all the performance gain, DO TEACH me!
如果您知道怎样获得缓冲区位图而且可以确信不会损伤性能,请一定要联系我!
Then the main chapter comes, which describes the frame of program play software, including play model, channel list receiving model, menu system model and the adaptive buffer control algorithm.
第三章是本文的重点,描述了数字视频终端中节目播放软件的框架结构及节目播放模块、频道列表接收模块、菜单框架模块和自适应缓冲控制算法的设计和实现。
In the EPON system, for the received buffer limit, frame loss often appears in either OLT or ONU, but now some existing methods are not efficient to solve it .
在EPON系统中,由于接收缓存区深度的限制,OLT和ONU中将经常出现不同程度的帧丢失现象,通过分析可以发现现有的一些机制对解决这个问题不是很有效。
Harvesters meet spring the basic form for the trunk, frame, buffer, coupling and walking mechanism.
矿车碰头弹簧其基本组成为车箱、车架、缓冲器、联接器和行走机构。
On the other hand, when you use a software-supported cursor, then the GDI is responsible for saving the pixels under the cursor before drawing it into the frame buffer.
而在另一方面,当您使用支持软件的游标,然后GDI负责前其绘制到帧缓冲区保存在光标下的像素。
When a hardware cursor is employed, the pixels of the mouse cursor do not actually exist in the frame buffer because the hardware is responsible for performing the overlay.
硬件游标采用时,鼠标光标的像素并不实际存在于帧缓冲区因为硬件负责执行覆盖。
To modify this, we regulate adaptively the quantization parameter of each I-frame according to GOP complexion to avoid the buffer overflow and frame-skipping.
为了改进此缺点,基于GOP的整体情况自适应调整I帧的量化参数,从而避免缓冲区溢位与跳帧的问题。
This design USES a frame rate control algorithm based on space-hash to improve the quality of the LCD display. It USES two-level buffer structure to ensure steady output flow.
该设计使用了基于空间散列的帧频控制算法以优化LCD显示图像质量,并使用两级缓存结构以保证稳定的输出数据流。
The loop buffer in this paper can achieve the management of reference frame list correctly and efficiently.
本文设计了一种循环缓冲区,能够正确而有效的实现对参考帧队列的管理和维护。
The system makes use of two group of outer SRAM to buffer the frame data, and USES ping-pong operation of the SRAM to achieve the video display in series.
系统利用两组外部SRAM对帧数据进行缓存,采用乒乓操作来实现视频的实时连续显示。
When the worker thread has finished a frame, the UI thread adds changed rectangles and unlocks the buffer.
当辅助线程完成一个框架后,UI 线程添加更改的矩形并取消锁定缓冲区。
Given a frame to send, the buffer that holds it is released by the driver once the frame has been uploaded into the NIC's memory for transmission on the medium.
给一个发送帧,在介质上传送该帧时,一但帧已经上传到NIC的内存以后,该帧的缓存会被驱动释放。
When PLC receive one frame data, it checkout the frame. If the data is correct, it is saved in the appointed buffer. If not, PLC request the IPC resend it.
PLC每接收到一帧数据,对该帧数据进行异或校验,如果无误则存送到指定缓冲区,如果有误则请求重新发送。
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
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