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	\section1 Hardware Acceleration
	
	When designing applications for embedded devices there is often a
	compromise between graphics effects and performance. On most
	devices, you cannot have both simply because the hardware needed
	for such operations just is not there. With a growing number of
	devices that use hardware dedicated to graphics operations there is
	less need to compromise.
	
	In addition to enabling dynamic graphics effects, there are two
	other benefits to using graphics acceleration. One is that 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.
	Typical \e {System-on-a-chip} (SoC) 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.
	
	Another reason to use a GPU is to offload the main CPU, either for
	power saving or to perform other operations in parallel. Often
	drawing speed with a GPU is not that much faster than a CPU but
	the clear benefit of using the GPU is to free up the CPU to perform
	other tasks which can be used to create a more responsive use
	experience.
	
	The key to writing 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.