struct BufferSlot {
BufferSlot()
: mGraphicBuffer(nullptr),
mEglDisplay(EGL_NO_DISPLAY),
mBufferState(),
mRequestBufferCalled(false),
mFrameNumber(0),
mEglFence(EGL_NO_SYNC_KHR),
mFence(Fence::NO_FENCE),
mAcquireCalled(false),
mNeedsReallocation(false) {
}
// mGraphicBuffer points to the buffer allocated for this slot or is NULL
// if no buffer has been allocated.
sp<GraphicBuffer> mGraphicBuffer;
// mEglDisplay is the EGLDisplay used to create EGLSyncKHR objects.
EGLDisplay mEglDisplay;
// mBufferState is the current state of this buffer slot.
BufferState mBufferState;
// mRequestBufferCalled is used for validating that the producer did
// call requestBuffer() when told to do so. Technically this is not
// needed but useful for debugging and catching producer bugs.
bool mRequestBufferCalled;
// mFrameNumber is the number of
BufferSlot
最新推荐文章于 2024-03-27 18:08:21 发布
BufferSlot是图形编程中的一个重要概念,它在渲染过程中用于管理缓冲区资源。通过BufferSlot,开发者可以有效地组织和交换不同的数据集,如顶点、纹理坐标或者颜色数据,以供GPU使用。BufferSlot允许在不重新分配内存的情况下切换和更新缓冲区内容,提高渲染效率。在图形API如OpenGL或DirectX中,BufferSlot被用作绑定点,将特定类型的缓冲区绑定到特定的槽位,以便在绘制调用时正确地传递数据。
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