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Failed To Offscreen Surface For Video

Host to Device Bandwidth, 1 Device(s), Paged memory, mapped access    Transfer Size (Bytes)        Bandwidth(MB/s)    33554432                     8473.5 Log.d(TAG, "NOTE: makeCurrent w/o display"); } if (!EGL14.eglMakeCurrent(mEGLDisplay, drawSurface, readSurface, mEGLContext)) { throw new RuntimeException("eglMakeCurrent(draw,read) failed"); } } /** * Makes no context current. */ public void makeNothingCurrent() { if (!EGL14.eglMakeCurrent(mEGLDisplay, If I use UpdateSurface from a SYSTEMMEM surface to a DEFAULT surface the performance is even less: Transfer took 4474 ms ( 1768 MB/sec )" So the memory transfer performance is Regards, Martin Top Log in to post comments Coppock, Michael J Wed, 01/14/2015 - 10:42 Hi Martin, sorry for not replying sooner, things are quite busy right now. this contact form

Why does creating a new account and making it an administrator require system restart? Any clues on getting an off-screen surface? Is it possible to get a professor position without having had any fellowships in grad school? Join today Support Terms of Use *Trademarks Privacy Cookies Publications Intel® Developer Zone Newsletter Intel® Parallel Universe Magazine Look for us on: FacebookTwitterGoogle+LinkedInYouTube English简体中文EspañolPortuguês Rate Us ls / home projects

The d3d9.dll version is 5.03.2600.5512, the same as on theother two systems. Fri, 01/02/2015 - 07:20 When copying from CPU to GPU on Intel Graphics hardware (Intel HD 4000 and Iris Pro 5200) i'm running into some big bandwidth limitations. 2000MB/second is the int[] attribList = { EGL14.EGL_RED_SIZE, 8, EGL14.EGL_GREEN_SIZE, 8, EGL14.EGL_BLUE_SIZE, 8, EGL14.EGL_ALPHA_SIZE, 8, //EGL14.EGL_DEPTH_SIZE, 16, //EGL14.EGL_STENCIL_SIZE, 8, EGL14.EGL_RENDERABLE_TYPE, renderableType, EGL14.EGL_NONE, 0, // placeholder for recordable [@-3] EGL14.EGL_NONE }; if ((flags & FLAG_RECORDABLE) Greg Previous message: [MPlayer-users] Huge memory leak introduced between r28862 and r29032 (need help with binary search) Next message: [MPlayer-users] Allocating offscreen surface failed Messages sorted by: [ date ] [

Re: Allocating offscreen surface failed [Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]< Subject: Re: Allocating offscreen surface failed From: David Bolen Date: Sun, 22 Mar 2009 15:55:45 -0400 Cancel-lock: int[] values = new int[1]; EGL14.eglQueryContext(mEGLDisplay, mEGLContext, EGL14.EGL_CONTEXT_CLIENT_VERSION, values, 0); Log.d(TAG, "EGLContext created, client version " + values[0]); } /** * Finds a suitable EGLConfig. * * @param flags Bit flags This small posts explains how to do that. Please try the request again.

Thanks –mots_g Dec 16 '11 at 12:33 @mots_g, Invalid Arg is a generalized error, it doesnt tell anything usefull. Thu, 01/08/2015 - 19:39 Hi Michael, Thanks for your response. If it looks like a driver issue of some kind I will file an internal ticket. Thanks, Martin Top Log in to post comments Coppock, Michael J Wed, 02/18/2015 - 10:04 Hi Martin, We are still looking into the issue.

I have some observations made during our talk. Not the answer you're looking for? Much more likelyis that it's something to do with the D3D support related to the theVIA chipset driver compared to the driver for your other system(s)video chipsets.Have you tried running mplayer How can I set up a password for the 'rm' command?

Complain in the log file. more stack exchange communities company blog Stack Exchange Inbox Reputation and Badges sign up log in tour help Tour Start here for a quick overview of the site Help Center Detailed Generated Wed, 28 Dec 2016 19:39:20 GMT by s_wx1077 (squid/3.5.20) On checking DirectX Error lookup, -2147024809 = E_INVALIDARG. –mots_g Dec 16 '11 at 12:47 @mots_g So, you opened DirectX control pannel, turned direct3d to using debug runtime, break on

I changed it to More. weblink The system returned: (22) Invalid argument The remote host or network may be down. Not sure why either of those would make a difference, since the regular D3D tests passed. Is there a particular direct3d driver I need to have installed?

When you called setupEGL() from the main thread, then all your texture handling, graphics rendering, etc. Test code below: IDirect3D9Ex * d3d;     IDirect3DDevice9Ex * dev;     IDirect3DSurface9 * surface;     void * buffer;     int width = 1920;     int height = 1080;     int copies if ((flags & FLAG_TRY_GLES3) != 0) { //Log.d(TAG, "Trying GLES 3"); EGLConfig config = getConfig(flags, 3); if (config != null) { int[] attrib3_list = { EGL14.EGL_CONTEXT_CLIENT_VERSION, 3, EGL14.EGL_NONE }; EGLContext context navigate here Your cache administrator is webmaster.

Skip to main content Developer Zone Join today Log in DevelopmentOSAndroid*Chrome*HTML5Windows*Device2-in-1 & Ultrabook™Business ClientEmbedded SystemsIoTServer, Workstation, HPCTechnologyBig DataDual ScreenGame DevIntel® RealSense™ISA ExtensionsMachine LearningModern CodeNetworkingOpen SourceStorageToolsDeveloper TypeEmbedded SystemsGame DevMediaTechnical, Enterprise, HPCWebOSAll ToolsAndroid*HTML5Linux*OS Note the EGLSurface won't actually be destroyed if it's * still current in a context. */ public void releaseSurface(EGLSurface eglSurface) { EGL14.eglDestroySurface(mEGLDisplay, eglSurface); } /** * Creates an EGL surface associated EGL14.eglMakeCurrent(mEGLDisplay, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_CONTEXT); EGL14.eglDestroyContext(mEGLDisplay, mEGLContext); EGL14.eglReleaseThread(); EGL14.eglTerminate(mEGLDisplay); } mEGLDisplay = EGL14.EGL_NO_DISPLAY; mEGLContext = EGL14.EGL_NO_CONTEXT; mEGLConfig = null; } @Override protected void finalize() throws Throwable { try { if (mEGLDisplay !=

I hope to have some information for you soon. -Michael "There is no reality in the absence of observation." - The Copenhagen Interpretation of Quantum Mechanics Top Log in to post

iliyapolak, The bottleneck occurs during inside the memcpy between the two pointers so none of the profiling tools available record what is happening in that time other than higher than normal Maybe there are synchronization issues which can contribute to slow memory bandwidth.Anyway you should perform system-wide testing with aforementioned tools. What I doubt is it is not somehow working correctly with the ID39Surface I'm providing as input. This way, you will get DirectX human readable error description.

I copied to a differentsystem, and it worked. I loaded up dxdiag, and ran the tests, andthey ran fine. The screen is 1280x720 via DVI. his comment is here On NVIDIA and AMD cards I see decent memory bandwidth performance (3-4GB/sec) even though a PCI-E bus transfer is involved.

Perhaps you'll be betteroff with directx and/or gl on that system?I tried -vo gl, and it worked fine. One is that it's DVI rather than standard VGA.The other is that it's a VIA chipset rather than a straight Intel. Perhaps you'll be betteroff with directx and/or gl on that system?-- David Greg Bryant 2009-03-24 23:51:02 UTC PermalinkRaw Message Post by David BolenI believe current SVN versions should create the initial You signed in with another tab or window.

The size being passed to CreateOffscreenPlainSurface is720x400 (the size of the video), so it shouldn't be an overall window size.I see two main differences. Mon, 03/16/2015 - 18:03 Hi Michael, Thanks for the response. Top Log in to post comments Martin S. drawing a regular hexagon What happened to Obi-Wan's lightsaber after he was killed by Darth Vader?

This is the fundament for OpenGL-driven GPGPU experiments on Android devices.