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Artem Borisov authored
* Historically, triple buffering was used to workaround missed VSYNC in GPU composition usecases on devices with high resolution panels. As a downside, an additional frame buffer increased input latency. Nowadays, most GPUs are fast enough to fit the VSYNC period, rendering triple framebuffers useless. * Custom VSYNC offsets are intended to reduce input latency at cost of increased sync error counts. Our values were never calculated properly and were just taken from another device instead. That led to jank in some usecases. Change-Id: I57ac4362ca28a9c128cc45c3f6e3734a24654955
Artem Borisov authored* Historically, triple buffering was used to workaround missed VSYNC in GPU composition usecases on devices with high resolution panels. As a downside, an additional frame buffer increased input latency. Nowadays, most GPUs are fast enough to fit the VSYNC period, rendering triple framebuffers useless. * Custom VSYNC offsets are intended to reduce input latency at cost of increased sync error counts. Our values were never calculated properly and were just taken from another device instead. That led to jank in some usecases. Change-Id: I57ac4362ca28a9c128cc45c3f6e3734a24654955
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BoardConfigCommon.mk 5.58 KiB