Graphics rendering method and system, general game support platform
A graphics rendering and graphics data technology, applied in image data processing, 3D image processing, instruments, etc., can solve problems such as poor graphics rendering effect, and achieve the goal of solving poor rendering effect, realizing concurrent operations, and improving rendering efficiency. Effect
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Embodiment 1
[0026] In this preferred embodiment, the system needs to configure a memory buffer with a size of BufferSize, the start address of the memory buffer is BeginData, and the end address is EndData. In order to improve the rendering efficiency and solve the problem of poor rendering effect in the prior art, this preferred embodiment adopts asynchronous operation technology, and sets the data cache process and the graphics rendering process as two mutually independent processes that can run concurrently; in order to solve the problem of the same For the conflict problem in the buffer operation process, this preferred embodiment has carried out specific control on the above-mentioned operation process, and the specific description is as follows:
[0027] refer to Picture 1-1 , which shows the flow of the data caching process in the first embodiment of the graphics rendering method of the present invention, specifically including the following steps:
[0028] Step S101: If WritePoin...
Embodiment 2
[0041] One of the differences between this preferred embodiment and the above-mentioned first method embodiment is that the memory buffer with a size of BufferSize configured by the system has a circular queue structure, and correspondingly, the conditions for allowing writing are also different.
[0042] refer to diagram 2-1 , which shows the flow of data caching in the second embodiment of the graphics rendering method of the present invention, specifically including the following steps:
[0043] Step S201: If ReadPointer
[0044] Step S202: If WritePointer+AllocationSize
[0045] Step S203: writing the graphics data read from the data storage device with a length of AllocationSize into the location pointed to by WritePointer in the above-mentioned memory buffer;
[0046] Step S204: Determine whether...
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