Other Parts Discussed in Thread: TDA2
Hi,
When I was working with TDA2 SoCs in System Link API there was possibility to process buffers asynchronously. It heled to utilize better GPU without GPU-stalling calls like glFinish(). With old Vision SDK it was supported by default as GBM framework and PVR backend implementation hides from you handling of framebuffers with eglSwapBuffer() and you can just get the current buffer by the call gbm_surface_lock_front_buffer(). This call will give you access to recent ready framebuffer. (could be previous frame if GPU has high workload). In the latest PSDK for TDA4 there is no such functionality and in SRV test sample there is explicit glFinish() which affects PVR GPU performance (tiler and renderer works only sequentially without overlapping in pipeline for two subsequent output framebuffers).
Are there any design guides or sample on how to implement similar asynchronous pipeline?