显示器的scaler(转斌哥)

本文介绍了显示器领域的Scaler技术,揭示了Scaler如何实现图像的拉伸或压缩,适应不同分辨率的显示。Scaler芯片通过采样和插值运算,实现液晶显示器对多种分辨率输入的支持,确保输出符合LCD物理设计的分辨率。

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终于知道显示领域的Scaler了--惭愧

也许我孤陋寡闻,也许我阅历太浅,直到前几天才知道这个技术,传说中的Scanle,大家不要笑话……

几年了,一直在做显示,关于VGA,LCD的各种分辨率的显示,有过疑问,为啥LCD只能是一种分辨率,而VGA可以实现那么多种的分辨率……,看过各种教科书,未曾得到过答案,解不了心中的谜团,我一直在寻找

……

1. ULC的设计

直到Cyclone III/IV面世,由于其内部强大的动态PLL,让我萌动了设计一个“任意分辨率的显示控制器”的冲动。当然,功夫不负有心人,ULC(“万能显示控制器”Universal LCD Controller,姑且自称为ULC)展示在了我的眼前,实现了任意分辨率的VGA Timing的时序,时钟以及分辨率,可通过8080接口动态配置,并且在设计上添加了SDRAM缓存,能实现低速→高速的异步处理,让51驱动液晶显示器成为了一种可能。不免有一丝欣慰。

clip_image002

但是,我还是不知道,他们所谓能实现

### Scaler in IT Context: Definition and Usage In the context of computer graphics and image processing, a scaler refers to hardware or software that adjusts the size or resolution of an image or video stream. This process is essential when dealing with different display resolutions or adapting content from one format to another. A scaler can operate on both images and videos by changing their dimensions while maintaining aspect ratio and quality as much as possible. In modern systems, scalers are often integrated into GPUs (Graphics Processing Units), which handle this task efficiently without overloading the CPU[^1]. For instance, consider a scenario where an application needs to render textures at various resolutions depending on device capabilities: ```csharp // Example C# code demonstrating texture scaling based on hardware level if (hardwareLevel == HardwareLevel.LEGACY || hardwareLevel == HardwareLevel.LIMITED) { // Use lower resolution settings for limited devices RenderTexture scaledDownTexture = new RenderTexture(RecordSize.width / 2, RecordSize.height / 2, 24); } else if (hardwareLevel == HardwareLevel.FULL) { // Utilize higher resolution settings for capable devices RenderTexture highResTexture = new RenderTexture(MaximumSize.width, MaximumSize.height, 32); } ``` Scalers also play a crucial role in handling non-power-of-two (NPOT) textures across platforms and GPUs. NPOT textures refer to those whose width and height do not conform strictly to powers of two, such as 512×512 pixels being power-of-two but 640×480 not being so. Proper support for these types requires careful consideration during development due to varying levels of compatibility among different graphic APIs and hardware configurations[^3].
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