position) { if (position < -1) { // [-Infinity,-1) // This page is way off-screen...view.setTranslationY(yPosition); } else { // (1,+Infinity] // This page is way off-screen...position) { if (position < -1) { // [-Infinity,-1) // This page is way off-screen...view.setTranslationY(yPosition); } else { // (1,+Infinity] // This page is way off-screen
when { position { // [-Infinity,-1) // This page is way off-screen...scaleFactor } else -> { // (1,+Infinity] // This page is way off-screen
= view.getHeight(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...- MIN_SCALE) * (1 - MIN_ALPHA)); } else { // (1,+Infinity] // This page is way off-screen...if (position < -1) { // [-Infinity,-1) // This page is way off-screen to the left....(1 - MIN_SCALE) * (1 - MIN_ALPHA)); } else { // (1,+Infinity] // This page is way off-screen...= view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen
int pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...scaleFactor); view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen...view + " , " + position + ""); if (position < -1) { // [-Infinity,-1) // This page is way off-screen.../ (1 - MIN_SCALE) * (1 - MIN_ALPHA)); } else { // (1,+Infinity] // This page is way off-screen...pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen
view.getHeight(); 8 9 if (position < -1) { // [-Infinity,-1) 10 // This page is way off-screen...MIN_SCALE) * (1 - MIN_ALPHA)); 32 33 } else { // (1,+Infinity] 34 // This page is way off-screen...view.getWidth(); 6 7 if (position < -1) { // [-Infinity,-1) 8 // This page is way off-screen...view.setScaleY(scaleFactor); 30 31 } else { // (1,+Infinity] 32 // This page is way off-screen
pageHeight = view.getHeight(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...(1 - MIN_SCALE) * (1 - MIN_ALPHA)); } else { // (1,+Infinity] // This page is way off-screen...pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...scaleFactor); view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen
view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen...position + ""); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...MIN_SCALE) * (1 - MIN_ALPHA)); } else { // (1,+Infinity] // This page is way off-screen...position + ""); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...page relative to its size. } else { // (1,+Infinity] // This page is way off-screen
在OpenGL中,GPU有2种渲染方式 ●On-Screen Rendering:当前屏幕渲染,在当前用于显示的屏幕缓冲区进行渲染操作 ●Off-Screen Rendering:离屏渲染,在当前屏幕缓冲区以外新开辟一个缓冲区进行渲染操作...离屏渲染消耗性能的原因 ●需要创建新的缓冲区 ●离屏渲染的整个过程,需要多次切换上下文环境,先是从当前屏幕(On-Screen)切换到离屏(Off-Screen);等到离屏渲染结束以后,将离屏缓冲区的渲染结果显示到屏幕上
int pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1)//This page is way off-screen...view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen
pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...(position <= 1) { // (0,1] } else { // (1,+Infinity] // This page is way off-screen...view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen...position + ""); if (position < -1) { // [-Infinity,-1) // This page is way off-screen
二、离屏渲染的性能问题 2.1 离屏渲染存在的性能问题 1、相比于正常的渲染流程,离屏渲染需要额外创建一个缓冲区,需要多耗费一些空间; 2、触发离屏渲染后,需要先从 Frame Buffer 切换到 Off-Screen...Buffer ,渲染完毕后再切换回 Frame Buffer ,这一过程需是比较耗费性能的,因为要来回切换上下文; 3、数据由 Off-Screen Buffer 取出,再存入 Frame Buffer...三、离屏渲染的触发及检测 3.1 离屏渲染检测 1、模拟器下检测:Simulator --> Debug --> Color Off-screen rendered,模拟器下只需要设置模拟器一次就可以
case 1 If you build a off-screen navigation or similar, the browser paints the content completely although...By setting contain: paint; the user agent can skip the paint off the off-screen element and therefore
pageWidth = view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen
view.getHeight(); 14 15 if (position < -1) { // [-Infinity,-1) 16 // This page is way off-screen...MIN_SCALE) * (1 - MIN_ALPHA)); 38 39 } else { // (1,+Infinity] 40 // This page is way off-screen
= view.getWidth(); if (position < -1) { // [-Infinity,-1) // This page is way off-screen...view.setScaleY(scaleFactor); } else { // (1,+Infinity] // This page is way off-screen
View view, float position) { if (position < -1) { // [-Infinity,-1) // This page is way off-screen
opaque 为 YES; 尽量避免离屏渲染; 离屏渲染 在 OpenGL 中,GPU 有两种渲染方式: On-Screen Rendering:当前屏幕渲染,在当前用于显示的屏幕缓冲区进行渲染操作; Off-Screen...Rendering:离屏渲染,在当前屏幕缓冲区外开辟新的缓冲区进行渲染操作; 离屏渲染消耗性能的原因: 离屏渲染的整个过程,需要多次切换上下文环境,先是从当前屏幕(On-Screen)切换到离屏(Off-Screen
所谓 View Layer,又称为离屏缓冲(Off-screen Buffer),它的作用是单独启用一块地方来绘制这个 View ,而不是使用软件绘制的 Bitmap 或者通过硬件加速的 GPU。...多说一句,其实这个离屏缓冲(Off-screen Buffer),更准确的说应该叫做离屏缓存(Off-screen Cache)会更合适一点。原因在上面这一段里已经说过了,因为它其实是缓存而不是缓冲。
</code objects and that <code RecyclerView</code instances may hold * strong references to extra off-screen
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