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authorLaszlo Agocs <laszlo.agocs@qt.io>2017-07-06 14:31:07 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2017-07-06 13:18:58 +0000
commit9d546614a6b080baad66b4cddcb2afa83352e348 (patch)
tree0feb008b806416c6499d6e20c9046df4a4022302 /src/imports
parent0e0606a049891c1fbe5910d5bc2ca91810a949f9 (diff)
shape: Revise performance notes in the docs
Clear up some sentences and add some more recommendations. Change-Id: Iecfd90c63411aa6d17a9218122bada92b06f1cd3 Reviewed-by: J-P Nurmi <jpnurmi@qt.io> Reviewed-by: Mitch Curtis <mitch.curtis@qt.io>
Diffstat (limited to 'src/imports')
-rw-r--r--src/imports/shapes/qquickshape.cpp59
1 files changed, 37 insertions, 22 deletions
diff --git a/src/imports/shapes/qquickshape.cpp b/src/imports/shapes/qquickshape.cpp
index d81f560315..648c9df1ce 100644
--- a/src/imports/shapes/qquickshape.cpp
+++ b/src/imports/shapes/qquickshape.cpp
@@ -131,7 +131,7 @@ QPainterPath QQuickShapePathCommands::toPainterPath() const
\brief Describes a Path and associated properties for stroking and filling
\since 5.10
- A Shape contains one or more ShapePath elements. At least one ShapePath is
+ A \l Shape contains one or more ShapePath elements. At least one ShapePath is
necessary in order to have a Shape output anything visible. A ShapePath
itself is a \l Path with additional properties describing the stroking and
filling parameters, such as the stroke width and color, the fill color or
@@ -593,27 +593,6 @@ void QQuickShapePath::resetFillGradient()
useful since it allows adding visual items, like \l Rectangle or \l Image,
and non-visual objects, like \l Timer directly as children of Shape.
- \note It is important to be aware of performance implications, in particular
- when the application is running on the generic Shape implementation due to
- not having support for accelerated path rendering. The geometry generation
- happens entirely on the CPU in this case, and this is potentially
- expensive. Changing the set of path elements, changing the properties of
- these elements, or changing certain properties of the Shape itself all lead
- to retriangulation of the affected elements on every change. Therefore,
- applying animation to such properties can affect performance on less
- powerful systems. If animating properties other than stroke and fill colors
- is a must, it is recommended to target systems providing
- \c{GL_NV_path_rendering} where the cost of path property changes is much
- smaller.
-
- \note However, the data-driven, declarative nature of the Shape API often
- means better cacheability for the underlying CPU and GPU resources. A
- property change in one ShapePath will only lead to reprocessing the affected
- ShapePath, leaving other parts of the Shape unchanged. Therefore, a heavily
- changing (for example, animating) property can often result in a lower
- overall system load than with imperative painting approaches (for example,
- QPainter).
-
The following list summarizes the available Shape rendering approaches:
\list
@@ -634,6 +613,42 @@ void QQuickShapePath::resetFillGradient()
\endlist
+ When using Shape, it is important to be aware of potential performance
+ implications:
+
+ \li When the application is running with the generic, triangulation-based
+ Shape implementation, the geometry generation happens entirely on the
+ CPU. This is potentially expensive. Changing the set of path elements,
+ changing the properties of these elements, or changing certain properties of
+ the Shape itself all lead to retriangulation of the affected paths on every
+ change. Therefore, applying animation to such properties can affect
+ performance on less powerful systems.
+
+ \li However, the data-driven, declarative nature of the Shape API often
+ means better cacheability for the underlying CPU and GPU resources. A
+ property change in one ShapePath will only lead to reprocessing the affected
+ ShapePath, leaving other parts of the Shape unchanged. Therefore, a
+ frequently changing property can still result in a lower overall system load
+ than with imperative painting approaches (for example, QPainter).
+
+ \li If animating properties other than stroke and fill colors is a must, it
+ is recommended to target systems providing \c{GL_NV_path_rendering} where
+ the cost of property changes is smaller.
+
+ \li At the same time, attention must be paid to the number of Shape elements
+ in the scene, in particular when using this special accelerated approach for
+ \c{GL_NV_path_rendering}. The way such a Shape item is represented in the
+ scene graph is different from an ordinary geometry-based item, and incurs a
+ certain cost when it comes to OpenGL state changes.
+
+ \li As a general rule, scenes should avoid using separate Shape items when
+ it is not absolutely necessary. Prefer using one Shape item with multiple
+ ShapePath elements over multiple Shape items. Scenes that cannot avoid using
+ a large number of individual Shape items should consider setting
+ Shape.vendorExtensionsEnabled to \c false.
+
+ \endlist
+
\sa Path, PathMove, PathLine, PathQuad, PathCubic, PathArc, PathSvg
*/