summaryrefslogtreecommitdiffstats
path: root/doc/src/platforms/emb-hardwareacceleration.qdocinc
diff options
context:
space:
mode:
Diffstat (limited to 'doc/src/platforms/emb-hardwareacceleration.qdocinc')
-rw-r--r--doc/src/platforms/emb-hardwareacceleration.qdocinc129
1 files changed, 129 insertions, 0 deletions
diff --git a/doc/src/platforms/emb-hardwareacceleration.qdocinc b/doc/src/platforms/emb-hardwareacceleration.qdocinc
new file mode 100644
index 0000000000..3851628155
--- /dev/null
+++ b/doc/src/platforms/emb-hardwareacceleration.qdocinc
@@ -0,0 +1,129 @@
+
+\section1 Hardware Acceleration
+
+When designing applications for embedded devices the choice often stands
+between graphics effects and performance. On most devices, you cannot have
+both simply because the hardware needed for such operations just is not
+there. Still a growing number of devices use hardware dedicated to graphics
+operations to improve performance.
+
+Using graphics acceleration hardware is more power efficient than using the
+CPU. The reason for this is that the CPU might require a clock speed that
+is up to 20 times higher than the GPU, achieving the same results. E.g. a
+typical hardware accelerated mobile graphics unit can rasterize one or two
+bilinear texture fetches in one cycle, while a software implementation
+takes easily more than 20 cycles. Graphics hardware generally have a much
+lower clock speed and memory bandwidth and different level of acceleration
+than desktop GPUs. One example is that many GPUs leave out transformation
+and lighting from the graphics pipeline and only implements rasterization.
+
+So the key to write good applications for devices is therefore to limit the
+wow factor down to what the target hardware can handle, and to take
+advantage of any graphics dedicated hardware. Qt provides several ways to
+both render advanced effects on the screen and speed up your application
+using hardware accelerated graphics.
+
+\tableofcontents
+
+\section2 Qt for Embedded Graphics pipeline
+
+Qt uses QPainter for all graphics operations. By using the same API
+regardless of platform, the code can be reused on different devices.
+QPainter use different paint engines implemented in the QPaintEngine API to
+do the actual painting.
+
+The QPaintEngine API provides paint engines for each window system and
+painting framework supported by Qt. In regards to Qt for Embedded, this
+also includes implementations for OpenGL ES versions 1.1 and 2.0, as well
+as OpenVG and DirectFB(Embedded Linux only).
+
+By using one of these paint engines, you will be able to improve the
+graphics performance of your Qt application. However, if the graphics
+operations used are not supported, this might as well be a trap, slowing
+down your application significantly. This all depends on what kind of
+graphics operations that are supported by the target devices hardware
+configuration.
+
+\image platformHWAcc.png
+
+The paint engine will direct all graphics operations supported by the
+devices hardware to the GPU, and from there they are sent to the
+framebuffer. Unsupported graphics operations falls back to the
+QRasterPaintEngine and are handled by the CPU before sent to the
+framebuffer. In the end, the operating system sends the paint updates off
+to the screen/display. The fallback operation is quite expensive in regards
+to memory consumption, and should be avoided.
+
+\section2 Hardware configuration requirements
+
+Before implementing any application using hardware acceleration, it is wise
+to get an overview of what kind of hardware accelerated graphics operations
+that are available for the target device.
+
+\note On devices with no hardware acceleration, Qt will use
+QRasterPaintEngine, which handles the acceleration using software. On
+devices supporting OpenGL ES, OpenVG or DirectFB(not supported by Windows
+CE), Qt will use the
+respective paint engines to accelerate painting. However, hardware
+configurations that only support a limited set of hardware acceleration
+features, might slow the application graphics down rather than speeding it
+up when using unsupported operations that must fall back to the raster
+engine.
+
+\section3 Different architectures
+
+Based on the architecture used in a device we can make a recommendation on
+which hardware acceleration techniques to use. There are mainly two
+different architectures on embedded devices. These are devices with a
+Unified Memory Architecture (UMA), and devices with dedicated graphics
+memory. Generally, high-end devices will have dedicated graphics memory.
+Low-end devices will just use system memory, sometimes reserving a memory
+region and sometimes not.
+
+In addition to this, we can categorize the devices into five types based on
+the different graphics operations supported by their hardware.
+
+\list 1
+ \o No support for graphics acceleration.
+ \o Support for blitter and alpha blending.
+ \o Support for path based 2D vector graphics.
+ \o Support for fixed function 3D graphics.
+ \o Support for programmable 3D graphics.
+\endlist
+
+Based on these characteristics the table below recommends which paint
+engines to use with the different types of hardware configurations.
+
+\section3 Recommended use of hardware acceleration based on hardware
+
+ \table
+ \header
+ \o Type
+ \o UMA
+ \o Non-UMA
+ \row
+ \o \bold {None}
+ \o Qt Raster Engine
+ \o Qt Raster Engine
+ \row
+ \o \bold {Blitter}
+ \o DirectFB
+ \o DirectFB
+ \row
+ \o \bold {2D Vector}
+ \o OpenVG
+ \o OpenVG
+ \row
+ \o \bold {Fixed 3D}
+ \o OpenGL (ES) 1.x
+ \o OpenGL (ES) 1.x
+ \row
+ \o \bold {Programmable 3D}
+ \o OpenGL (ES) 2.x
+ \o OpenGL (ES) 2.x
+
+ \endtable
+
+\note Since the DirectFB API is quite primitive, the raster paint engine
+handles most of the operations.
+\note Blitter and Alpha blending is currently not supported on Windows CE.