CN111988554A - Method and terminal for sampling multi-partition data of display equipment - Google Patents

Method and terminal for sampling multi-partition data of display equipment Download PDF

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Publication number
CN111988554A
CN111988554A CN201910427195.0A CN201910427195A CN111988554A CN 111988554 A CN111988554 A CN 111988554A CN 201910427195 A CN201910427195 A CN 201910427195A CN 111988554 A CN111988554 A CN 111988554A
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pixel unit
screen
pixel
texture
sampling
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CN111988554B (en
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黄德胜
熊伟
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Fuzhou Rockchip Electronics Co Ltd
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Fuzhou Rockchip Electronics Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/01Conversion of standards, e.g. involving analogue television standards or digital television standards processed at pixel level
    • H04N7/0102Conversion of standards, e.g. involving analogue television standards or digital television standards processed at pixel level involving the resampling of the incoming video signal
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/015High-definition television systems
    • H04N7/0152High-definition television systems using spatial or temporal subsampling

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  • Multimedia (AREA)
  • Signal Processing (AREA)
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  • Controls And Circuits For Display Device (AREA)

Abstract

The invention provides a method and a terminal for sampling multi-partition data of display equipment, wherein a layer to be displayed is subjected to off-screen rendering, and textures obtained by rendering are stored in an off-screen cache region; taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence; sampling corresponding texture data from the off-screen cache region according to the preset characteristic of the pixel unit arrangement serial number in the pixel unit sequence; the method comprises the steps of firstly conducting off-screen rendering on a layer to be displayed, storing textures obtained through rendering to an off-screen cache region, sequencing coordinates on a screen by taking a pixel unit containing a preset number of pixel points as a unit when actual rendering is conducted, sampling corresponding texture data from the off-screen cache region according to the preset characteristics of the pixel unit, obtaining multi-partition signals required by a television through a software mode, saving a multi-partition processing chip, and reducing hardware cost.

Description

Method and terminal for sampling multi-partition data of display equipment
Technical Field
The invention relates to the field of data sampling, in particular to a method and a terminal for sampling multi-partition data of display equipment.
Background
The 4k television is a television product with the screen physical resolution of 3840 × 2160 pixels, and the resolution of the 4k television product is 4 times that of the 2k television, so that the 4k television viewer can clearly see each detail in the picture, each close-up and have an immersive visual experience.
The 4k television adopts a double-partition refreshing mechanism, and the total number of Lane access is 8, so that Pixel _1, Pixel _2, Pixel _3 and Pixel _4 are respectively accessed from Lane _0, Lane _1, Lane _2 and Lane _3 for the first time, and Pixel _1921, Pixel _1922, Pixel _1923 and Pixel _1924 are respectively accessed from Lane _4, Lane _5, Lane _6 and Lane _ 7; taking Pixel _5, Pixel _6, Pixel _7, Pixel _8 from Lane _0, Lane _1, Lane _2 and Lane _3 respectively for the second time, and taking Pixel _1925, Pixel _1926 and Pixel _1927, Pixel _1928 from Lane _4, Lane _5, Lane _6 and Lane _7 respectively; and so on until 3840 pixels in a row are all taken out, and a specific schematic diagram thereof is shown in fig. 1.
In the prior art, in order to realize point-to-point display with a 4k television, data signals need to be processed to obtain a dual-partition signal required by the 4k television, a common method is to add a data mixing IC to process the data signals into the dual-partition signal, but the hardware cost of the method is high.
Disclosure of Invention
The technical problem to be solved by the invention is as follows: a method and a terminal for sampling multi-partition data of a display device are provided, one double-partition processing chip is saved, and double-partition signals required by a television are obtained at low cost.
In order to solve the technical problems, the invention adopts a technical scheme that:
a method for sampling multi-partition data of a display device comprises the following steps:
s1, performing off-screen rendering on the layer to be displayed, and storing the texture obtained by rendering to an off-screen cache region;
s2, taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence;
and S3, sampling corresponding texture data from the off-screen buffer area according to the preset characteristic of the pixel unit arrangement sequence number in the pixel unit sequence.
Further, the step S1 includes:
switching a current rendering mode to an off-screen rendering mode, constructing an off-screen cache region, synthesizing a layer to be displayed to the off-screen cache region, and storing a texture obtained by rendering to the off-screen cache region;
and switching the current rendering mode to the common rendering mode, and binding the texture data in the off-screen buffer area to the sampler.
Further, the step S2 includes:
sorting x-axis coordinates on a display device screen by taking 4 pixel points as a pixel unit and taking the pixel unit as a basic unit to obtain a pixel unit sequence;
the step S3 includes:
if the arrangement serial number of the pixel units in the pixel unit sequence is an even number, sampling texture data of the left half side in the off-screen cache region;
and if the arrangement serial number of the pixel units in the pixel unit sequence is an odd number, sampling the texture data of the right half side in the off-screen cache region.
Further, the step S3 includes:
determining the offset BaseOffset of the starting point of the pixel unit corresponding to the pixel unit relative to the screen buffer area and the offset BePixelOffset of the pixel unit corresponding to the pixel unit according to the coordinate gl _ FragCoord.x of the currently scanned pixel point;
determining a mapping texture coordinate corresponding to the currently scanned pixel point coordinate gl _ FragCoord.x according to the BaseOffset, the BePixelOffset and the parity of the arrangement sequence number of the pixel unit corresponding to the currently scanned pixel point coordinate;
and sampling corresponding texture data according to the mapping texture coordinates.
Further, in step S3:
If the pixel unit corresponding to the currently scanned pixel coordinate is an even pixel unit, gl _ fraccolor is texture2D (samplerTexture, vec2(BaseOffset (1.0/TextureWidth) + BePixelOffset/TextureWidth, textoords.y));
if the pixel unit corresponding to the currently scanned pixel point coordinate is an odd pixel unit, then gl _ fraccolor ═ texture2D (samplerTexture, vec2(BaseOffset × (1.0/TextureWidth) + BePixelOffset/TextureWidth +0.5-2.0/TextureWidth, textoords.y));
wherein, BaseOffset is 4.0 (floor (gl _ francoord. x/4.0)). 0.5;
BePixelOffset=mod(gl_FragCoord.x,4.0);
the gl _ FragColor is a built-in variable of the shader language and is used for writing texture data corresponding to mapping texture coordinates, samplerTexture represents a texture handle, TextureWidth represents a texture width, and texCoords.y represents a Y coordinate value of the normalized texture data.
In order to solve the technical problem, the invention adopts another technical scheme as follows:
a sampling terminal for multi-partition data of a display device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, the processor implementing the following steps when executing the computer program:
s1, performing off-screen rendering on the layer to be displayed, and storing the texture obtained by rendering to an off-screen cache region;
S2, taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence;
and S3, sampling corresponding texture data from the off-screen buffer area according to the preset characteristic of the pixel unit arrangement sequence number in the pixel unit sequence.
Further, the step S1 includes:
switching a current rendering mode to an off-screen rendering mode, constructing an off-screen cache region, synthesizing a layer to be displayed to the off-screen cache region, and storing a texture obtained by rendering to the off-screen cache region;
and switching the current rendering mode to the common rendering mode, and binding the texture data in the off-screen buffer area to the sampler.
Further, the step S2 includes:
sorting x-axis coordinates on a display device screen by taking 4 pixel points as a pixel unit and taking the pixel unit as a basic unit to obtain a pixel unit sequence;
the step S3 includes:
if the arrangement serial number of the pixel units in the pixel unit sequence is an even number, sampling texture data of the left half side in the off-screen cache region;
and if the arrangement serial number of the pixel units in the pixel unit sequence is an odd number, sampling the texture data of the right half side in the off-screen cache region.
Further, the step S3 includes:
determining the offset BaseOffset of the starting point of the pixel unit corresponding to the pixel unit relative to the screen buffer area and the offset BePixelOffset of the pixel unit corresponding to the pixel unit according to the coordinate gl _ FragCoord.x of the currently scanned pixel point;
determining a mapping texture coordinate corresponding to the currently scanned pixel point coordinate gl _ FragCoord.x according to the BaseOffset, the BePixelOffset and the parity of the arrangement sequence number of the pixel unit corresponding to the currently scanned pixel point coordinate;
and sampling corresponding texture data according to the mapping texture coordinates.
Further, in step S3:
if the pixel unit corresponding to the currently scanned pixel coordinate is an even pixel unit, gl _ fraccolor is texture2D (samplerTexture, vec2(BaseOffset (1.0/TextureWidth) + BePixelOffset/TextureWidth, textoords.y));
if the pixel unit corresponding to the currently scanned pixel point coordinate is an odd pixel unit, then gl _ fraccolor ═ texture2D (samplerTexture, vec2(BaseOffset × (1.0/TextureWidth) + BePixelOffset/TextureWidth +0.5-2.0/TextureWidth, textoords.y));
wherein, BaseOffset is 4.0 (floor (gl _ francoord. x/4.0)). 0.5;
BePixelOffset=mod(gl_FragCoord.x,4.0);
the gl _ FragColor is a built-in variable of the shader language and is used for writing texture data corresponding to mapping texture coordinates, samplerTexture represents a texture handle, TextureWidth represents a texture width, and texCoords.y represents a Y coordinate value of the normalized texture data.
The invention has the beneficial effects that: the method comprises the steps of firstly conducting off-screen rendering on a layer to be displayed, storing textures obtained through rendering to an off-screen cache region, sequencing coordinates on a screen by taking a pixel unit containing a preset number of pixel points as a unit when actual rendering is conducted, sampling corresponding texture data from the off-screen cache region according to the preset characteristics of the pixel unit, obtaining multi-partition signals required by a television through a software mode, saving a multi-partition processing chip, and reducing hardware cost.
Drawings
FIG. 1 is a data sampling diagram of a dual-partition refresh mechanism for a 4k television;
FIG. 2 is a flowchart illustrating a method for sampling multi-partition data of a display device according to an embodiment of the present invention;
fig. 3 is a schematic structural diagram of a sampling terminal for displaying multi-partition data of a device according to an embodiment of the present invention;
FIG. 4(a) is a schematic diagram of sampled data obtained by a conventional data sampling method;
fig. 4(b) is a schematic diagram of sample data obtained by a sampling method of multi-partition data of a display device according to an embodiment of the present invention;
description of reference numerals:
1. a sampling terminal for multi-partition data of a display device; 2. a memory; 3. a processor.
Detailed Description
In order to explain technical contents, achieved objects, and effects of the present invention in detail, the following description is made with reference to the accompanying drawings in combination with the embodiments.
The method and the terminal for sampling the multi-partition data of the display equipment can be used in any application scene needing multi-partition data sampling, such as advertisement machines, television boxes, set top boxes and the like.
Referring to fig. 2, a method for sampling multi-partition data of a display device includes the steps of:
s1, performing off-screen rendering on the layer to be displayed, and storing the texture obtained by rendering to an off-screen cache region;
specifically, a current rendering mode is switched to an off-screen rendering mode, an off-screen cache region is constructed, a layer to be displayed is synthesized to the off-screen cache region, and a texture obtained through rendering is stored in the off-screen cache region;
switching the current rendering mode to a common rendering mode, and binding texture data in the off-screen cache region to a sampler;
in a specific embodiment, an Android display synthesis framework is bound to an FBO (frame Buffer object), then all layer layers of an Android APP client are normally synthesized to the FBO by using openGL ES, so that off-screen rendering of layers to be displayed is realized, and textures obtained by rendering are stored in an off-screen cache region;
After performing off-screen rendering on a layer to be displayed, unbinding the FBO, binding a normal rendering FB (frame buffer), and binding data obtained after rendering in the FBO as texture data to the sampler;
s2, taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence;
in a preferred embodiment, 4 pixel points are used as a pixel unit to sort the x-axis coordinates on the screen of the display device by using the pixel unit as a basic unit to obtain a pixel unit sequence;
specifically, a fragment shader is written to obtain coordinates on a current display device screen, coordinate points on the display device screen are sorted according to x-axis coordinates to obtain coordinate points, namely a row of coordinate data is obtained from the horizontal direction: (x1, y), (x2, y), (x3, y), (x4, y), (x5, y), (x6, y), (x7, y), (x8, y), … …), using four pixels as a group of data, which may be called as V-by-One pixel unit, and then sorting the above coordinates by using the pixel unit as a basic unit to obtain pixel units 1{ (x1, y), (x2, y), (x3, y), (x4, y) }, pixel units 2{ (x5, y), (x6, y), (x7, y), (x8, y) }, … …, and so on, if there are 3840 pixels in a row, a pixel unit sequence with pixel unit number of 960 can be obtained;
In another alternative embodiment, the number of the pixel points included in the pixel unit may be freely set according to the requirement of the actual application scenario, and the processing procedure of each row in the Y-axis direction is the same. (ii) a
And S3, sampling corresponding texture data from the off-screen buffer area according to the preset characteristic of the pixel unit arrangement sequence number in the pixel unit sequence.
In an optional embodiment, the preset characteristic refers to parity of a sorting sequence number, and if an arrangement sequence number of the pixel unit in the pixel unit sequence is an even number, texture data of a left half side in the off-screen buffer area, that is, texture data of a left half screen, is sampled;
if the arrangement serial number of the pixel units in the pixel unit sequence is an odd number, sampling texture data of the right half side in the off-screen cache region, namely texture data of the right half screen;
after the FBO is bound into texture, that is, after rendered data is taken as texture data and texture coordinates are normalized, the value range of the x-axis coordinate of the texture data of the left half screen is [0,0.5 ], and the value range of the x-axis coordinate of the texture data of the right half screen is [0.5,1 ];
specifically, the pixel units are classified according to the parity of the position serial number of the pixel unit in the pixel unit sequence, if the arrangement serial number is an odd number, the pixel units are odd numbered, if the arrangement serial number is an even number, the pixel units are even numbered, if the pixel units are even numbered, the sampler is controlled to collect left half FBO texture data, if the pixel units are odd numbered, the sampler is controlled to collect right half FBO texture data, and therefore a double-partition signal can be obtained;
In another alternative embodiment, the specific sampling position and the corresponding sampling time of the sampler may be controlled according to the number of the specific signal partitions, for example, if the number of the signal partitions is three, the corresponding FBO texture data may be sampled according to a value obtained by modulo 3 of the arrangement number of the pixel units, if the modulo 3 is 0, the left third of the FBO texture data is sampled, if the modulo 3 is 1, the middle third of the FBO texture data is sampled, and if the modulo 3 is 2, the right third of the FBO texture data is sampled;
in another alternative embodiment, in order to realize accurate sampling, the offset BaseOffset of the starting point of the pixel unit corresponding to the pixel unit from the screen buffer FBO and the offset BePixelOffset of the pixel unit corresponding to the pixel unit are determined according to the currently scanned pixel point coordinates gl _ fragcoord.x;
determining a mapping texture coordinate corresponding to the currently scanned pixel point coordinate gl _ FragCoord.x according to the BaseOffset, the BePixelOffset and the parity of the arrangement sequence number of the pixel unit corresponding to the currently scanned pixel point coordinate;
sampling corresponding texture data according to the mapping texture coordinates;
in another alternative embodiment, if the pixel unit corresponding to the currently scanned pixel coordinate is an even pixel unit, then gl _ francolor is texture2D (samplerTexture, vec2(BaseOffset + 1.0/TextureWidth) + BePixelOffset/TextureWidth, textoords.y));
If the pixel unit corresponding to the currently scanned pixel point coordinate is an odd pixel unit, then gl _ fraccolor ═ texture2D (samplerTexture, vec2(BaseOffset × (1.0/TextureWidth) + BePixelOffset/TextureWidth +0.5-2.0/TextureWidth, textoords.y));
wherein, BaseOffset is 4.0 (floor (gl _ francoord. x/4.0)). 0.5;
BePixelOffset=mod(gl_FragCoord.x,4.0);
the gl _ FragColor is a built-in variable of the shader language, is used for the Fragment shader to write a Fragment color, and is set as a value on the right side of the equation to be equivalent to a pixel value written with a corresponding coordinate on the video memory through the equation, namely the assignment process is used for writing texture data corresponding to the mapped texture coordinate;
samplerTexture represents a texture handle, and specifically, data after off-screen rendering is bound to the texture handle as a texture;
TextureWidth represents the texture width, and texcoords.y represents the Y coordinate value of the normalized texture data;
texture2D () is a built-in function of the GPU shader language, which is a sampling function that samples certain texture data;
vec2(), which is a two-dimensional vector, i.e., a two-dimensional coordinate (x, y) corresponding to the texture data range of the lower left corner origin (0,0) and the upper right corner coordinate (1.0 ), and the numeric range of x, y coordinates [0,1 ];
When the method is implemented to obtain a dual-partition signal required by a television, the dual-partition signal is specifically implemented through a GPU shader, the GPU shader is used for controlling a GPU fragment shader to accurately sample so as to ensure 4k point-to-point display, FIG. 4 is a comparison graph of sampling data obtained by adopting a common data sampling method and sampling data obtained by adopting the sampling method of the invention, wherein FIG. 4(a) is a schematic diagram of the sampling data obtained by adopting the common data sampling method, and FIG. 4(b) is a schematic diagram of the sampling data obtained by adopting a sampling method of multi-partition data of display equipment in the embodiment of the invention;
as can be seen from the comparison between fig. 4(a) and fig. 4(b), the sampled data obtained by the ordinary data sampling method also needs to be processed by an additional dual-partition chip to obtain the dual-partition signal required by the television, whereas the data sampled by the multi-partition data sampling method of the present invention is point-to-point dual-partition data obtained by piecing together the left and right sides, and is in the form of the dual-partition signal selected by the television, and does not need to be processed by the dual-partition chip.
Referring to fig. 3, a sampling terminal 1 for multi-partition data of a display device includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3, where the processor 3 implements the steps of the above embodiments when executing the computer program.
In summary, the present invention provides a method and a terminal for sampling multi-partition data of a display device, which first perform off-screen rendering on a layer to be displayed, store the rendered texture in an off-screen buffer area, sequence coordinates on a screen by using a pixel unit including a preset number of pixel points as a unit during actual rendering, sample corresponding texture data from the off-screen buffer area according to preset characteristics of the pixel unit, the preset characteristics can be flexibly selected according to actual application scene requirements, accurately map the texture coordinates corresponding to the currently scanned pixel points through a mapping relationship between the currently scanned pixel points and the texture data in the off-screen buffer area, realize flexible and accurate sampling, realize a dual-partition signal required by a television through a GPU shader, control the GPU shader to accurately sample and ensure 4K point-to-point display, the system self-contained GPU is used for obtaining the double-partition signals required by the television through software, so that one double-partition processing chip is saved, and the hardware cost is reduced.
The above description is only an embodiment of the present invention, and not intended to limit the scope of the present invention, and all equivalent changes made by using the contents of the present specification and the drawings, or applied directly or indirectly to the related technical fields, are included in the scope of the present invention.

Claims (10)

1. A method for sampling multi-partition data of a display device is characterized by comprising the following steps:
s1, performing off-screen rendering on the layer to be displayed, and storing the texture obtained by rendering to an off-screen cache region;
s2, taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence;
and S3, sampling corresponding texture data from the off-screen buffer area according to the preset characteristic of the pixel unit arrangement sequence number in the pixel unit sequence.
2. The method for sampling multi-partition data of a display device according to claim 1, wherein the step S1 comprises:
switching a current rendering mode to an off-screen rendering mode, constructing an off-screen cache region, synthesizing a layer to be displayed to the off-screen cache region, and storing a texture obtained by rendering to the off-screen cache region;
and switching the current rendering mode to the common rendering mode, and binding the texture data in the off-screen buffer area to the sampler.
3. The method for sampling multi-partition data of a display device according to claim 1 or 2, wherein the step S2 comprises:
Sorting x-axis coordinates on a display device screen by taking 4 pixel points as a pixel unit and taking the pixel unit as a basic unit to obtain a pixel unit sequence;
the step S3 includes:
if the arrangement serial number of the pixel units in the pixel unit sequence is an even number, sampling texture data of the left half side in the off-screen cache region;
and if the arrangement serial number of the pixel units in the pixel unit sequence is an odd number, sampling the texture data of the right half side in the off-screen cache region.
4. The method for sampling multi-partition data of a display device according to claim 3, wherein the step S3 comprises:
determining the offset BaseOffset of the starting point of the pixel unit corresponding to the pixel unit relative to the screen buffer area and the offset BePixelOffset of the pixel unit corresponding to the pixel unit according to the coordinate gl _ FragCoord.x of the currently scanned pixel point;
determining a mapping texture coordinate corresponding to the currently scanned pixel point coordinate gl _ FragCoord.x according to the BaseOffset, the BePixelOffset and the parity of the arrangement sequence number of the pixel unit corresponding to the currently scanned pixel point coordinate;
and sampling corresponding texture data according to the mapping texture coordinates.
5. The method for sampling multi-partition data of a display device according to claim 4, wherein in step S3:
if the pixel unit corresponding to the currently scanned pixel coordinate is an even pixel unit, gl _ fraccolor is texture2D (samplerTexture, vec2(BaseOffset (1.0/TextureWidth) + BePixelOffset/TextureWidth, textoords.y));
if the pixel unit corresponding to the currently scanned pixel point coordinate is an odd pixel unit, then gl _ fraccolor ═ texture2D (samplerTexture, vec2(BaseOffset × (1.0/TextureWidth) + BePixelOffset/TextureWidth +0.5-2.0/TextureWidth, textoords.y));
wherein, BaseOffset is 4.0 (floor (gl _ francoord. x/4.0)). 0.5;
BePixelOffset=mod(gl_FragCoord.x,4.0);
the gl _ FragColor is a built-in variable of the shader language and is used for writing texture data corresponding to mapping texture coordinates, samplerTexture represents a texture handle, TextureWidth represents a texture width, and texCoords.y represents a Y coordinate value of the normalized texture data.
6. A sampling terminal for multi-partition data of a display device, comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the following steps when executing the computer program:
S1, performing off-screen rendering on the layer to be displayed, and storing the texture obtained by rendering to an off-screen cache region;
s2, taking a preset number of pixel points as a pixel unit, and sequencing coordinates in a preset direction on a display device screen by taking the pixel unit as a basic unit to obtain a pixel unit sequence;
and S3, sampling corresponding texture data from the off-screen buffer area according to the preset characteristic of the pixel unit arrangement sequence number in the pixel unit sequence.
7. The sampling terminal for multi-partition data of display device according to claim 6, wherein the step S1 comprises:
switching a current rendering mode to an off-screen rendering mode, constructing an off-screen cache region, synthesizing a layer to be displayed to the off-screen cache region, and storing a texture obtained by rendering to the off-screen cache region;
and switching the current rendering mode to the common rendering mode, and binding the texture data in the off-screen buffer area to the sampler.
8. The sampling terminal for multi-partition data of display device according to claim 6 or 7, wherein the step S2 comprises:
sorting x-axis coordinates on a display device screen by taking 4 pixel points as a pixel unit and taking the pixel unit as a basic unit to obtain a pixel unit sequence;
The step S3 includes:
if the arrangement serial number of the pixel units in the pixel unit sequence is an even number, sampling texture data of the left half side in the off-screen cache region;
and if the arrangement serial number of the pixel units in the pixel unit sequence is an odd number, sampling the texture data of the right half side in the off-screen cache region.
9. The sampling terminal for multi-partition data of display device according to claim 8, wherein the step S3 comprises:
determining the offset BaseOffset of the starting point of the pixel unit corresponding to the pixel unit relative to the screen buffer area and the offset BePixelOffset of the pixel unit corresponding to the pixel unit according to the coordinate gl _ FragCoord.x of the currently scanned pixel point;
determining a mapping texture coordinate corresponding to the currently scanned pixel point coordinate gl _ FragCoord.x according to the BaseOffset, the BePixelOffset and the parity of the arrangement sequence number of the pixel unit corresponding to the currently scanned pixel point coordinate;
and sampling corresponding texture data according to the mapping texture coordinates.
10. The sampling terminal for multi-partition data of display device according to claim 9, wherein in step S3:
if the pixel unit corresponding to the currently scanned pixel coordinate is an even pixel unit, gl _ fraccolor is texture2D (samplerTexture, vec2(BaseOffset (1.0/TextureWidth) + BePixelOffset/TextureWidth, textoords.y));
If the pixel unit corresponding to the currently scanned pixel point coordinate is an odd pixel unit, then gl _ fraccolor ═ texture2D (samplerTexture, vec2(BaseOffset × (1.0/TextureWidth) + BePixelOffset/TextureWidth +0.5-2.0/TextureWidth, textoords.y));
wherein, BaseOffset is 4.0 (floor (gl _ francoord. x/4.0)). 0.5;
BePixelOffset=mod(gl_FragCoord.x,4.0);
the gl _ FragColor is a built-in variable of the shader language and is used for writing texture data corresponding to mapping texture coordinates, samplerTexture represents a texture handle, TextureWidth represents a texture width, and texCoords.y represents a Y coordinate value of the normalized texture data.
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