hardware-acceleration

How to disable Direct3D Acceleration on Windows 7?

拈花ヽ惹草 提交于 2021-01-29 05:49:13
问题 I have tried to disable 3D acceleration on my machine that operation system is Windows 7. I opened the DirectX Diagnostic Tool but DirectX Features can not be changed: In addition I also tried to change Troubleshoot settings. However, it also can't be changed: How can i disable directX featrues? Note: My directX version is 11. 回答1: If you mean for your own application, you can disable GPU hardware acceleration by opting for the WARP driver type ( D3D_DRIVER_TYPE_WARP ) when creating the

How to reduce OpenCL enqueue time/any other ideas?

血红的双手。 提交于 2021-01-27 20:34:40
问题 I have an algorithm and I've been trying to accelerate it using OpenCL on my nVidia. It has to process a large amount of data (let's say 100k to milions), where for each one datum: a matrix (on the device) has to be updated first (using the datum and two vectors); and only after the whole matrix has been updated, the two vectors (also on the device) are updated using the same datum. So, my host code looks something like this for (int i = 0; i < milions; i++) { clSetKernelArg(kernel

jQuery and CSS Animations Choppy in Firefox

非 Y 不嫁゛ 提交于 2021-01-27 01:41:30
问题 I'm working on a minisite that features a lot of jQuery animation. It works fine in Safari, Chrome & IE9, but the animation is really choppy in Firefox (7, 8 & 9) on OSX. I thought CSS animation would be smoother, so I adapted the iPad version of the site and tried that out in Firefox. It seems just as bad. I haven't spent a lot of time with Firefox, so I'm not sure what I'm doing wrong here. Do I need to trigger GPU acceleration (like using translateZ(0) in Webkit,) or is it just used all

jQuery and CSS Animations Choppy in Firefox

て烟熏妆下的殇ゞ 提交于 2021-01-27 01:41:09
问题 I'm working on a minisite that features a lot of jQuery animation. It works fine in Safari, Chrome & IE9, but the animation is really choppy in Firefox (7, 8 & 9) on OSX. I thought CSS animation would be smoother, so I adapted the iPad version of the site and tried that out in Firefox. It seems just as bad. I haven't spent a lot of time with Firefox, so I'm not sure what I'm doing wrong here. Do I need to trigger GPU acceleration (like using translateZ(0) in Webkit,) or is it just used all

jQuery and CSS Animations Choppy in Firefox

放肆的年华 提交于 2021-01-27 01:41:02
问题 I'm working on a minisite that features a lot of jQuery animation. It works fine in Safari, Chrome & IE9, but the animation is really choppy in Firefox (7, 8 & 9) on OSX. I thought CSS animation would be smoother, so I adapted the iPad version of the site and tried that out in Firefox. It seems just as bad. I haven't spent a lot of time with Firefox, so I'm not sure what I'm doing wrong here. Do I need to trigger GPU acceleration (like using translateZ(0) in Webkit,) or is it just used all

WebGL VS Canvas 2D hardware acceleration

前提是你 提交于 2020-12-27 17:17:43
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On

WebGL VS Canvas 2D hardware acceleration

我的未来我决定 提交于 2020-12-27 17:14:45
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On

WebGL VS Canvas 2D hardware acceleration

你。 提交于 2020-12-27 17:12:42
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On

WebGL VS Canvas 2D hardware acceleration

让人想犯罪 __ 提交于 2020-12-27 17:10:39
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On

WebGL VS Canvas 2D hardware acceleration

纵然是瞬间 提交于 2020-12-27 17:10:02
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On