Am Mon, 10 Mar 2014 14:14:29 +0200 hat Tomi Valkeinen tomi.valkeinen@ti.com geschrieben:
Hi,
thanks again for your help :D
Memory bandwidth shouldn't be an issue, but playing classic games with too high latency is not really possible (I had to experience that on various LED TVs).
It's different latency. The latency related to VRFB/TILER is between the memory and DSS. DSS always outputs the pixels according to certain strict timings. If the latency to memory is too much, the DSS will report errors and the video output will flicker or stop.
Ah, okay. That's something we need to test then.
[VSync and Tearing]
Well, the games should _always_ use double buffering to avoid tearing. If they use single buffering, it's quite difficult to avoid tearing. It is possible, though, but then they need to draw the scene very quickly during VSYNC.
Yes, I was talking about double buffering. The WIZ had the issue in the rotation routine, AFAIK. Even games using double buffering had tearing (but only AFTER the rotation - if you disabled the rotation, everything was working fine).
If the DSS rotation doesn't affect the double buffering, then my question is answered :)
omapdss driver handles all that. Somebody just needs to tell it what are the sizes, which is done via omapfb or omapdrm.
Okay, so a game could run any resolution (e.g. 800x600) when using omapfb or omapdrm, and omapdss will scale that to 1920x1080?
Yes, if the game (or the framework the game uses) uses a video overlay for the content and sets it up properly.
Thanks, that will be enough!
For SDL Games, this can be included in the SDL driver (notaz created a custom SDL driver using omapfb scaling functions on the Pandora as well), so all SDL games will properly scale.
And all other games will have to be ported to do that, but as most use either X, the framebuffer or SDL, it shouldn't be a big deal.