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TDA4VM: srv component rendering lost

Part Number: TDA4VM
Hi

Recently, in order to solve the problem of blurred screens, we upgraded the GPU driver of TDA4. A new rendering issue has occurred, SRV is allowed to stand for 10 minutes before entering(Active), and the SRV component rendering is incomplete.

Expected rendering result:

Incorrect rendering result:

The source code is as follows:
// avmStatus : 0: Inactive, 1: Active.

// If avmStatus is always 1, we got correct rendering result.
// If avmStatus(== 0) is input for about 10 minutes, then input avmStatus(== 1), we will get an incomplete rendering result.
void render_renderFrame(GLuint cameraTextures[4], int avmStatus)
{
    int offscreen_width = 1856;
    int offscreen_height = 750;

    GLint default_fbo;
    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &default_fbo);

    // We bind an offscreen framebuffer offscreen_fbo whitch is created in srv init function.
    glBindFramebuffer(GL_FRAMEBUFFER, offscreen_fbo);

    // when avmStatus == 1 whitch means Active, we need to render a srv image for HDU.
    if(avmStatus == 1)
    {
       // we clear offscreen with Gray color.
        glClearColor(0.55f, 0.55f, 0.55f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Now we setup viewports and draw camera textures, car models and other components to offscreen framebuffer.
        {
            // glViewport ...
            // glDrawArrays ...

            // glViewport ...
            // glDrawArrays ...

            // glViewport ...
            // glDrawArrays ...

            // glViewport ...
            // glDrawArrays ...

            // Finally we got surround-view image for HDU.
            //
        }
    }
    // otherwize(Inactive) we need to render a black image for HDU.
    else
    {
        // We clear offscreen with Black color.
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    }

    glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glViewport(0, 0, offscreen_width, offscreen_height);

    // Now we render offscreen_fbo texture attachment to default framebuffer.

    // ... ....
}

Please help us analyze this problem

Thanks!

Henghui Guo

  • Hello,

    Recently, in order to solve the problem of blurred screens, we upgraded the GPU driver of TDA4

    What is the upgrade that you did? Which SDK version are you on and which SDK version did you take the GPU driver from?

    A new rendering issue has occurred, SRV is allowed to stand for 10 minutes before entering(Active), and the SRV component rendering is incomplete.

    Did this work before, and now it is not working after the GPU driver update?

    Regards,

    Erick

  • Hello,

    Recently, in order to solve the problem of blurred screens, we upgraded the GPU driver of TDA4

    What is the upgrade that you did? Which SDK version are you on and which SDK version did you take the GPU driver from?

    A new rendering issue has occurred, SRV is allowed to stand for 10 minutes before entering(Active), and the SRV component rendering is incomplete.

    Did this work before, and now it is not working after the GPU driver update?

    Regards,

    Erick