FbDevOutputOptions Class
Definition
public class FbDevOutputOptions
Constructors
| Name | Description |
|---|---|
| FbDevOutputOptions | No summary available. |
FbDevOutputOptions Constructor
public FbDevOutputOptions()
Properties
| Name | Description |
|---|---|
| FileName | The frame buffer device name. Defaults to the value in environment variable FRAMEBUFFER or /dev/fb0 when FRAMEBUFFER is not set |
| PixelFormat | The required pixel format for the frame buffer. A null value will leave the frame buffer in the current pixel format. Otherwise sets the frame buffer to the required format |
| RenderDirectlyToMappedMemory | If set to true, double-buffering will be disabled and scene will be composed directly into mmap-ed memory region While this mode saves a blit, you need to check if it won't cause rendering artifacts your particular device. |
| Scaling | The initial scale factor to use |
| UseAsyncFrontBufferBlit | If set to true, FBIO_WAITFORVSYNC ioctl and following memcpy call will run on a dedicated thread saving current one from doing nothing in a blocking call |
FileName Property
The frame buffer device name. Defaults to the value in environment variable FRAMEBUFFER or /dev/fb0 when FRAMEBUFFER is not set
public string FileName { get; set; }
PixelFormat Property
The required pixel format for the frame buffer. A null value will leave the frame buffer in the current pixel format. Otherwise sets the frame buffer to the required format
public Nullable<Avalonia.Platform.PixelFormat> PixelFormat { get; set; }
RenderDirectlyToMappedMemory Property
If set to true, double-buffering will be disabled and scene will be composed directly into mmap-ed memory region While this mode saves a blit, you need to check if it won't cause rendering artifacts your particular device.
public bool RenderDirectlyToMappedMemory { get; set; }
Scaling Property
The initial scale factor to use
public double Scaling { get; set; }
UseAsyncFrontBufferBlit Property
If set to true, FBIO_WAITFORVSYNC ioctl and following memcpy call will run on a dedicated thread saving current one from doing nothing in a blocking call
public Nullable<bool> UseAsyncFrontBufferBlit { get; set; }