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Android Nvidia Shield Android TV (Updated Jan 26 2017 - 5.0 update)
FYI... for those of you that want to calibrate your TV for the Shield's output, Spectracal just released a very cool free piece of software.

http://calman.spectracal.com/mobileforge.html

Just Google Cast it to the Shield and connect the app over wifi to a running instance of Calman on a computer and it will automatically put up the correct test pattern for the different parts of the calibration process. Saves a ton of time and you don't need a separate test pattern generator.

Obviously you have to be a Calman software owner with a meter to do this.
Reply
I got the shield running the latest build, but is there any issue with Samsung and refresh rate switching?

I have UE65HU8500 series from Samsung and I am using MHL 2.2 (HDMI4) port on my One connect.

I have downloaded the TVHz app from AppStore. When I use 4K I only got 60hz available .

If I use my switch and 1080p I got 24,50 and 60 hz.

Any tip?
Reply
(2015-06-25, 23:10)eikum Wrote: I got the shield running the latest build, but is there any issue with Samsung and refresh rate switching?

I have UE65HU8500 series from Samsung and I am using MHL 2.2 (HDMI4) port on my One connect.

I have downloaded the TVHz app from AppStore. When I use 4K I only got 60hz available .

If I use my switch and 1080p I got 24,50 and 60 hz.

Any tip?
4k switching does not work at the moment for me either.
Aparantly its work in progress with Nvidia.
So for now I leave my Shield at 1080p and change ports when I need to see 4k content.
Reply
Video Features

4K Ultra HD ready
4K playback at 60 FPS (VP9, H265, H264)
4K capture at 30 FPS (H264, H265)
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(2015-06-25, 23:16)Nekromantik Wrote:
(2015-06-25, 23:10)eikum Wrote: I got the shield running the latest build, but is there any issue with Samsung and refresh rate switching?

I have UE65HU8500 series from Samsung and I am using MHL 2.2 (HDMI4) port on my One connect.

I have downloaded the TVHz app from AppStore. When I use 4K I only got 60hz available .

If I use my switch and 1080p I got 24,50 and 60 hz.

Any tip?
4k switching does not work at the moment for me either.
Aparantly its work in progress with Nvidia.
So for now I leave my Shield at 1080p and change ports when I need to see 4k content.

Is it possible to force the Nvidia to output 1080p? I think all of inputs supports 4k

(2015-06-25, 23:24)Tinwarble Wrote: Video Features

4K Ultra HD ready
4K playback at 60 FPS (VP9, H265, H264)
4K capture at 30 FPS (H264, H265)

HDMI 2.0 supporting 4K @ 24/25/30/50/60 Hz video output (with (HDMI-CEC, HDCP 2.2, 10-bit color & HDR) and 24-bit/192 kHz audio output in 5.1 or 7.1,
Reply
(2015-06-25, 23:24)Tinwarble Wrote: Video Features

4K Ultra HD ready
4K playback at 60 FPS (VP9, H265, H264)
4K capture at 30 FPS (H264, H265)

It supports up to 60fps playback.
You dont need special hardware to playback slower frame rate as that needs LESS power.
Reply
(2015-06-25, 23:37)Nekromantik Wrote:
(2015-06-25, 23:24)Tinwarble Wrote: Video Features

4K Ultra HD ready
4K playback at 60 FPS (VP9, H265, H264)
4K capture at 30 FPS (H264, H265)

It supports up to 60fps playback.
You dont need special hardware to playback slower frame rate as that needs LESS power.

That's not how it works.
Reply
It's not a matter of what the hardware supports. It's a matter of what the OS (Android) supports.

You don't need specific hardware to support 23.976 either, the limitation is in the OS.

Now, I don't have 4K. But the specs do state AT 60 fps not up to 60 fps.
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(2015-06-26, 01:19)Tinwarble Wrote: It's not a matter of what the hardware supports. It's a matter of what the OS (Android) supports.

You don't need specific hardware to support 23.976 either, the limitation is in the OS.

Now, I don't have 4K. But the specs do state AT 60 fps not up to 60 fps.

Android DOES support it.
Other Android boxes that can output 4k let you choose 4k 30 or 24 etc.
And we got TvHz app that was made for nexus player that lets you manually choose refresh rates.
Nvidia just needs the firmware to do that.

What good is a 4k media player that cant do 24hz!
Reply
(2015-06-25, 23:37)Nekromantik Wrote: It supports up to 60fps playback.
You dont need special hardware to playback slower frame rate as that needs LESS power.

Actually, that's not true. The ability to do something at 60Hz doesn't mean it can necessarily do 24, for example. It involves multipliers and clocks and magic black smoke, and a bunch of other stuff that I honestly don't understand. However, I can tell you that almost all Android boxes can output 60hz, but not all can output 24hz.

Keep in mind, I'm only speaking generally. I have no idea what the actual refresh rate options are for the Shield TV, so it's probably a moot point for this discussion.
Reply
(2015-06-26, 07:50)Nekromantik Wrote: What good is a 4k media player that cant do 24hz!

Let's make one thing clear. The SHIELD was never designed to be a media player. It's a game console as primary target and additionally it plays media quite well.
Read/follow the forum rules.
For troubleshooting and bug reporting, read this first
Interested in seeing some YouTube videos about Kodi? Go here and subscribe
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(2015-06-26, 07:50)Nekromantik Wrote:
(2015-06-26, 01:19)Tinwarble Wrote: It's not a matter of what the hardware supports. It's a matter of what the OS (Android) supports.

You don't need specific hardware to support 23.976 either, the limitation is in the OS.

Now, I don't have 4K. But the specs do state AT 60 fps not up to 60 fps.

Android DOES support it.
Other Android boxes that can output 4k let you choose 4k 30 or 24 etc.
And we got TvHz app that was made for nexus player that lets you manually choose refresh rates.
Nvidia just needs the firmware to do that.

What good is a 4k media player that cant do 24hz!

And that's what I meant anyway. I wasn't speaking in general terms, I was speaking about Android on the Shield.

This is the Shield thread after all.
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Maybe it possible in the future to have 50hz and 24hz output with 4K on nvidia Shield!
Hope so!

But is it possible to force the Shield to output 1080p?

All of my input auto choose 2160p! And since I use Kodi for Live TV (50 hz, Norway) and 24hz for movies I cant use 4K output.
Reply
(2015-06-26, 10:51)eikum Wrote: Maybe it possible in the future to have 50hz and 24hz output with 4K on nvidia Shield!
Hope so!

But is it possible to force the Shield to output 1080p?

All of my input auto choose 2160p! And since I use Kodi for Live TV (50 hz, Norway) and 24hz for movies I cant use 4K output.

Try using hdmi 1.4 port on tv and selecting Best Framerate in Shield settings. That should choose 1080 60 as hdmi 1.4 only supports 4k 30.
Reply
Can Kodi, or any Android application on Nvidia Shield Android TV, play 4K video and maintain 4K resolution all the way to the TV? I think the video is being scaled down from 4K to 1080p and back up to 4K. See "dumpsys SurfaceFlinger" below. This was done while Kodi was playing a H.265 2160p60 video file. Notice the Display [0] configuration is 1080p60. Also notice that HWC is scaling the 2160p output from Kodi to 1080p and that the HWC_FRAMEBUFFER_TARGET is 1080p. I have a 4K Samsung TV model number UN40HU6950F. The Shield is connected to HDMI port 3 which supports HDCP 2.2. The Samsung TV shows that it is receiving 2160p60 video.

Is the Shield decoding 4K, scaling the decode texture to 1080p for hardware compositing and then scaling back up to 4K before sending over HDMI? That's what the SurfaceFlinger dump suggests.

Code:
shell@foster:/ $ dumpsys SurfaceFlinger                                        
Build configuration: [sf] [libui] [libgui DONT_USE_FENCE_SYNC]
Sync configuration: [using: EGL_ANDROID_native_fence_sync EGL_KHR_wait_sync]
DispSync configuration: app phase 0 ns, sf phase 0 ns, present offset 0 ns (refresh 16661700 ns)
Visible layers (count = 5)
+ LayerDim 0x203867c000 (DimLayer)
  Region transparentRegion (this=0x203867c1e0, count=1)
    [  0,   0,   0,   0]
  Region visibleRegion (this=0x203867c010, count=1)
    [  0,   0,   0,   0]
      layerStack=   0, z=        0, pos=(0,0), size=(  16,  16), crop=(   0,   0,  -1,  -1), isOpaque=0, invalidate=0, alpha=0xff, flags=0x00000001, tr=[1.00, 0.00][0.00, 1.00]
      client=0x2034412480
      format= 0, activeBuffer=[   0x   0:   0,  0], queued-frames=0, mRefreshPending=0
            mTexName=5 mCurrentTexture=-1
            mCurrentCrop=[0,0,0,0] mCurrentTransform=0
            mAbandoned=0
            -BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[1x1], default-format=1, transform-hint=00, FIFO(0)={}
+ Layer 0x2038896000 (com.android.systemui.ImageWallpaper)
  Region transparentRegion (this=0x20388961e0, count=1)
    [  0,   0,   0,   0]
  Region visibleRegion (this=0x2038896010, count=1)
    [  0,   0,   0,   0]
      layerStack=   0, z=    21010, pos=(0,0), size=(1920,1080), crop=(   0,   0,1920,1080), isOpaque=1, invalidate=0, alpha=0x00, flags=0x00000003, tr=[1.00, 0.00][0.00, 1.00]
      client=0x20383e9e80
      format= 2, activeBuffer=[1920x1080:1920,  1], queued-frames=0, mRefreshPending=0
            mTexName=8 mCurrentTexture=0
            mCurrentCrop=[0,0,0,0] mCurrentTransform=0
            mAbandoned=0
            -BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[1920x1080], default-format=2, transform-hint=00, FIFO(0)={}
+ Layer 0x203830f000 (org.xbmc.kodi/org.xbmc.kodi.Main)
  Region transparentRegion (this=0x203830f1e0, count=1)
    [  0,   0,   0,   0]
  Region visibleRegion (this=0x203830f010, count=1)
    [  0,   0, 1920, 1080]
      layerStack=   0, z=    21010, pos=(0,0), size=(1920,1080), crop=(   0,   0,1920,1080), isOpaque=0, invalidate=0, alpha=0xff, flags=0x00000000, tr=[1.00, 0.00][0.00, 1.00]
      client=0x2034412660
      format= 1, activeBuffer=[3840x2160:3840,  1], queued-frames=1, mRefreshPending=0
            mTexName=9 mCurrentTexture=0
            mCurrentCrop=[0,0,0,0] mCurrentTransform=0
            mAbandoned=0
            -BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[1920x1080], default-format=1, transform-hint=00, FIFO(1)={01:0x2034432640 crop=[0,0,0,0], xform=0x00, time=0x2fa21e6801, scale=SCALE_TO_WINDOW
}
            >[00:0x20377feb00] state=ACQUIRED, 0x203830b5c0 [3840x2160:3840,  1]
             [01:0x2034432640] state=QUEUED  , 0x203830a1c0 [3840x2160:3840,  1]
             [02:0x2034432aa0] state=DEQUEUED, 0x2034408500 [3840x2160:3840,  1]
+ Layer 0x20387f0000 (FocusedStackFrame)
  Region transparentRegion (this=0x20387f01e0, count=1)
    [  0,   0,   0,   0]
  Region visibleRegion (this=0x20387f0010, count=1)
    [  0,   0,   0,   0]
      layerStack=   0, z=    21011, pos=(0,0), size=(   1,   1), crop=(   0,   0,  -1,  -1), isOpaque=0, invalidate=0, alpha=0x4d, flags=0x00000001, tr=[1.00, 0.00][0.00, 1.00]
      client=0x2034412480
      format= 1, activeBuffer=[   0x   0:   0,  0], queued-frames=0, mRefreshPending=0
            mTexName=3 mCurrentTexture=-1
            mCurrentCrop=[0,0,0,0] mCurrentTransform=0
            mAbandoned=0
            -BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[1x1], default-format=1, transform-hint=00, FIFO(0)={}
+ LayerDim 0x2037ea6000 (DimLayer)
  Region transparentRegion (this=0x2037ea61e0, count=1)
    [  0,   0,   0,   0]
  Region visibleRegion (this=0x2037ea6010, count=1)
    [  0,   0,   0,   0]
      layerStack=   0, z=   100999, pos=(-480,-270), size=(2880,1620), crop=(   0,   0,  -1,  -1), isOpaque=0, invalidate=0, alpha=0x00, flags=0x00000001, tr=[1.00, 0.00][0.00, 1.00]
      client=0x2034412480
      format= 0, activeBuffer=[   0x   0:   0,  0], queued-frames=0, mRefreshPending=0
            mTexName=4 mCurrentTexture=-1
            mCurrentCrop=[0,0,0,0] mCurrentTransform=0
            mAbandoned=0
            -BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[2880x1620], default-format=1, transform-hint=00, FIFO(0)={}
Displays (1 entries)
+ DisplayDevice: Built-in Screen
   type=0, hwcId=0, layerStack=0, (1920x1080), ANativeWindow=0x2038199c10, orient= 0 (type=00000000), flips=3028, isSecure=1, secureVis=0, powerMode=2, activeConfig=0, numLayers=1
   v:[0,0,1920,1080], f:[0,0,1920,1080], s:[0,0,1920,1080],transform:[[1.000,0.000,-0.000][0.000,1.000,-0.000][0.000,0.000,1.000]]
mAbandoned=0
-BufferQueue mMaxAcquiredBufferCount=1, mDequeueBufferCannotBlock=0, default-size=[1920x1080], default-format=1, transform-hint=00, FIFO(0)={}
>[00:0x20377fe400] state=ACQUIRED, 0x2033c52c40 [1920x1080:1920,  1]
[01:0x20377ff120] state=DEQUEUED, 0x2038309a40 [1920x1080:1920,  1]
SurfaceFlinger global state:
EGL implementation : 1.4
EGL_NV_system_time EGL_KHR_surfaceless_context EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_config_attribs EGL_KHR_fence_sync EGL_NV_sync EGL_KHR_reusable_sync EGL_KHR_create_context EGL_EXT_create_context_robustness EGL_KHR_stream EGL_KHR_stream_fifo EGL_KHR_stream_producer_eglsurface EGL_KHR_stream_consumer_gltexture EGL_KHR_stream_cross_process_fd EGL_NV_stream_sync EGL_KHR_get_all_proc_addresses EGL_ANDROID_blob_cache EGL_NV_set_context_extraction_callback EGL_ANDROID_recordable EGL_IMG_context_priority EGL_ANDROID_image_native_buffer EGL_ANDROID_native_fence_sync EGL_KHR_wait_sync EGL_EXT_buffer_age EGL_NV_post_sub_buffer
GLES: NVIDIA Corporation, NVIDIA Tegra, OpenGL ES 3.1 NVIDIA 349.00
GL_EXT_debug_marker GL_NV_internalformat_sample_query GL_EXT_base_instance GL_EXT_blend_minmax GL_EXT_buffer_storage GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_copy_image GL_EXT_debug_label GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers_indexed GL_EXT_draw_elements_base_vertex GL_EXT_frag_depth GL_EXT_geometry_point_size GL_EXT_geometry_shader GL_EXT_gpu_shader5 GL_EXT_map_buffer_range GL_EXT_multi_draw_indirect GL_EXT_occlusion_query_boolean GL_EXT_post_depth_coverage GL_EXT_primitive_bounding_box GL_EXT_raster_multisample GL_EXT_render_snorm GL_EXT_robustness GL_EXT_separate_shader_objects GL_EXT_shader_implicit_conversions GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map_array GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_view GL_EXT_unpack_subimage GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_NV_bgr GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_conditional_render GL_NV_conservative_raster GL_NV_copy_buffer GL_NV_copy_image GL_NV_draw_buffers GL_NV_draw_instanced GL_NV_draw_texture GL_NV_EGL_stream_consumer_external GL_NV_explicit_attrib_location GL_NV_fbo_color_attachments GL_NV_fill_rectangle GL_NV_fragment_coverage_to_color GL_NV_fragment_shader_interlock GL_NV_framebuffer_blit GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample GL_NV_generate_mipmap_sRGB GL_NV_geometry_shader_passthrough GL_NV_instanced_arrays GL_NV_image_formats GL_NV_occlusion_query_samples GL_NV_non_square_matrices GL_NV_pack_subimage GL_NV_packed_float GL_NV_packed_float_linear GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_buffer_object GL_NV_polygon_mode GL_NV_read_buffer GL_NV_read_depth GL_NV_read_depth_stencil GL_NV_read_stencil GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_secure_context GL_NV_shader_noperspective_interpolation GL_NV_shadow_samplers_array GL_NV_shadow_samplers_cube GL_NV_sRGB_formats GL_NV_texture_array GL_NV_texture_border_clamp GL_NV_texture_compression_latc GL_NV_texture_compression_s3tc GL_NV_texture_compression_s3tc_update GL_NV_timer_query GL_NV_viewport_array GL_NV_viewport_array2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_copy_image GL_OES_draw_buffers_indexed GL_OES_draw_elements_base_vertex GL_OES_texture_border_clamp GL_OES_tessellation_point_size GL_OES_tessellation_shader GL_OES_texture_buffer GL_OES_geometry_point_size GL_OES_geometry_shader GL_OES_gpu_shader5 GL_OES_shader_io_blocks GL_OES_texture_view GL_OES_primitive_bounding_box GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_sample_shading GL_OES_sample_variables GL_OES_shader_image_atomic GL_OES_shader_multisample_interpolation GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_cube_map_array GL_OES_texture_npot GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_stencil8 GL_OES_texture_storage_multisample_2d_array GL_OES_vertex_array_object GL_OES_vertex_half_float GL_ANDROID_extension_pack_es31a
  Region undefinedRegion (this=0x2038152a98, count=1)
    [  0,   0, 1920, 1080]
  orientation=0, isDisplayOn=1
  last eglSwapBuffers() time: 2591.458000 us
  last transaction time     : 41.406000 us
  transaction-flags         : 00000000
  refresh-rate              : 60.017885 fps
  x-dpi                     : 26.000000
  y-dpi                     : 26.000000
  gpu_to_cpu_unsupported    : 0
  eglSwapBuffers time: 0.000000 us
  transaction time: 0.000000 us
VSYNC state: disabled
  soft-vsync: disabled
  numListeners=13,
  events-delivered: 2050
    0x2033fdddd0: count=-1
    0x2033fdde20: count=-1
    0x2033fdde70: count=-1
    0x2033fddec0: count=-1
    0x2033fddf10: count=-1
    0x203442f060: count=-1
    0x203442f1a0: count=-1
    0x203442f2e0: count=-1
    0x20383cb1a0: count=-1
    0x20383cb1f0: count=-1
    0x20383cb5b0: count=-1
    0x20383cba60: count=-1
    0x2038815240: count=-1
h/w composer state:
  h/w composer present and enabled
Hardware Composer state (version 01040000):
  mDebugForceFakeVSync=0
  Display[0] configurations (* current):
    * 0: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=16661700
    1: 720x400, xdpi=10.000000, ydpi=10.000000, refresh=14276478
    2: 640x480, xdpi=9.000000, ydpi=12.000000, refresh=16666440
    3: 640x480, xdpi=9.000000, ydpi=12.000000, refresh=14911377
    4: 640x480, xdpi=9.000000, ydpi=12.000000, refresh=13734589
    5: 640x480, xdpi=9.000000, ydpi=12.000000, refresh=13333320
    6: 800x600, xdpi=11.000000, ydpi=15.000000, refresh=16579200
    7: 800x600, xdpi=11.000000, ydpi=15.000000, refresh=13852800
    8: 800x600, xdpi=11.000000, ydpi=15.000000, refresh=13333320
    9: 832x624, xdpi=11.000000, ydpi=15.000000, refresh=13324780
    10: 1024x768, xdpi=14.000000, ydpi=19.000000, refresh=16664933
    11: 1024x768, xdpi=14.000000, ydpi=19.000000, refresh=14271216
    12: 1024x768, xdpi=14.000000, ydpi=19.000000, refresh=13319424
    13: 1280x1024, xdpi=17.000000, ydpi=25.000000, refresh=13328215
    14: 1152x864, xdpi=16.000000, ydpi=21.000000, refresh=13332960
    15: 1280x720, xdpi=17.000000, ydpi=17.000000, refresh=16675239
    16: 1280x800, xdpi=17.000000, ydpi=19.000000, refresh=16659579
    17: 1280x1024, xdpi=17.000000, ydpi=25.000000, refresh=16660718
    18: 1440x900, xdpi=20.000000, ydpi=22.000000, refresh=16670823
    19: 1600x900, xdpi=22.000000, ydpi=22.000000, refresh=16670067
    20: 1680x1050, xdpi=23.000000, ydpi=25.000000, refresh=16667914
    21: 1366x768, xdpi=19.000000, ydpi=19.000000, refresh=16724037
    22: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=16666650
    23: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=19999980
    24: 1280x720, xdpi=17.000000, ydpi=17.000000, refresh=16666650
    25: 1280x720, xdpi=17.000000, ydpi=17.000000, refresh=19999980
    26: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=41666625
    27: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=39999960
    28: 1920x1080, xdpi=26.000000, ydpi=26.000000, refresh=33333300
    29: 3840x2160, xdpi=52.000000, ydpi=52.000000, refresh=41666625
    30: 3840x2160, xdpi=52.000000, ydpi=52.000000, refresh=39999960
    31: 3840x2160, xdpi=52.000000, ydpi=52.000000, refresh=33333300
    32: 3840x2160, xdpi=52.000000, ydpi=52.000000, refresh=19994040
    33: 4096x2160, xdpi=56.000000, ydpi=52.000000, refresh=19994040
    34: 4096x2160, xdpi=56.000000, ydpi=52.000000, refresh=16661700
    35: 4096x2160, xdpi=56.000000, ydpi=52.000000, refresh=41666625
    36: 4096x2160, xdpi=56.000000, ydpi=52.000000, refresh=39999960
    37: 4096x2160, xdpi=56.000000, ydpi=52.000000, refresh=33333300
    38: 720x480, xdpi=10.000000, ydpi=12.000000, refresh=16666650
    39: 720x576, xdpi=10.000000, ydpi=14.000000, refresh=19999980
  numHwLayers=2, flags=00000000
    type   |  handle  | hint | flag | tr | blnd |   format    |     source crop (l,t,r,b)      |          frame         | name
-----------+----------+------+------+----+------+-------------+--------------------------------+------------------------+------
       HWC | 203830b5c0 | 0000 | 0000 | 00 | 0105 | RGBA_8888   |    0.0,    0.0, 3840.0, 2160.0 |    0,    0, 1920, 1080 | org.xbmc.kodi/org.xbmc.kodi.Main
FB TARGET | 2033c52c40 | 0000 | 0000 | 00 | 0105 | RGBA_8888   |    0.0,    0.0, 1920.0, 1080.0 |    0,    0, 1920, 1080 | HWC_FRAMEBUFFER_TARGET
  Nvidia HWC:
    Display 0 (PRIMARY):
    Resolution: 3840 x 2160
    Colorspace: Rec.709, 8-bit YUV420
    Blank: false
    Protected: false
    Compositor: draw_arrays
    Composition: 1 layers in a scratch buffer
    Window 0 (phys 0 caps fb): unused
    Window 1 (phys 2 caps eb): unused
    Window 2 (phys 3 caps 0): unused
    Window 3 (phys 1 caps 235 blend 0x100 xform 0x0): scratch containing 1 layers
        src (0.0,0.0,1920.0,2160.0), dst (0.0,0.0,1920.0,2160.0)
        buffer 0x2038309040, compbits 0x0
    Display 1 (EXTERNAL):
    disabled
    Composite policy: assign-windows
    Idle machine: detection enabled, idle false
Allocated buffers:
0x2033c52c40: 8100.00 KiB | 1920 (1920) x 1080 |        1 | 0x00001a00
0x2034408500: 32400.00 KiB | 3840 (3840) x 2160 |        1 | 0x00000b00
0x2034409cc0: 8100.00 KiB | 1920 (1920) x 1080 |        1 | 0x00000b00
0x2038309a40: 8100.00 KiB | 1920 (1920) x 1080 |        1 | 0x00001a00
0x203830a1c0: 32400.00 KiB | 3840 (3840) x 2160 |        1 | 0x00000b00
0x203830b5c0: 32400.00 KiB | 3840 (3840) x 2160 |        1 | 0x00000b00
Total allocated (estimate): 121500.00 KB
Nvidia Gralloc
    Compression: on
    Decompression: lazy
    GPU mapping cache: on
    Continuous property scan: off
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Nvidia Shield Android TV (Updated Jan 26 2017 - 5.0 update)6