/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use the contact form at ** http://qt.digia.com/ ** ** This file is part of Qt Quick 2d Renderer. ** ** Licensees holding valid Qt Enterprise licenses may use this file in ** accordance with the Qt Enterprise License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** the contact form at http://qt.digia.com/ ** ****************************************************************************/ /*! \contentspage{index.html}{Qt Quick 2D Renderer} \page qtquick2drenderer-installation-guide.html \previouspage index.html \nextpage qtquick2drenderer-limitations.html \title Installation Guide The building of \RENDERER is made complicated by the fact that Qt Quick 2 always requires OpenGL support regardless of whether is is being used or not. You will need to build Qt with support for OpenGL even if the target system does not have support for using it. If you have a build of Qt that already supports OpenGL you can skip to Building \RENDERER \target Providing the OpenGL Dependency \section1 Providing the OpenGL Dependency The way that \RENDERER works is to render the Qt Quick 2 scene graph with QPainter instead of using hardware acceleration via the OpenGL API. However, Qt Quick 2 still assumes that OpenGL is always available. With \RENDERER we can avoid making OpenGL calls, but that does not change the fact that QtQuick 2 requires the OpenGL development headers to be available at build-time and will link against OpenGL libraries at run-time. The solution to is to provide a dummy OpenGL library and development headers to build Qt against. This way you can build Qt with virtual OpenGL support and get access to the QtQuick 2 APIs. Provided you use a platform plugin that does not make calls EGL or OpenGL commands, and you refrain from using APIs that access OpenGL directly you should have no problems using \RENDERER. \target How to use the OpenGL dummy libraries \section1 How to use the OpenGL dummy libraries The OpenGL dummy libraries provide both headers and shared object files containing the symbols for both OpenGL and EGL. The headers get copied into your INCLUDE path, and the shared object files gets copied into your LIB path in both the sysroot, as well as in the target image distributed on the device. The library that is generated contains all the symbols needed to link an application as if you had support for OpenGL and EGL. It is important to make sure that you do not call any of these symbols in your application. \target Prerequisites \section2 Prerequisites You need to have three things: \list 1 \li Toolchain to cross compile code for your device \li Sysroot containing development headers and shared objects to link against when building applications \li Target image inteded to be deployed to your device. \endlist \target How to build the OpenGL dummy libraries \section2 How to build the OpengL dummy libraries Setup your build environment by defining where your compiler and sysroot are located: \badcode export CC=/opt/arm-toolchain/usr/bin/arm-linux-gnueabi-g++ export SYSROOT=/opt/device-name/sysroot/ \endcode Run the build script inside the client-dummy directory: \badcode cd client-dummy ./build-gcc.sh \endcode That should generate a two files: libEGL.so, libGLESv2.so \target Installation of Files \section2 Installation of Files Copy the include folder to the /usr/include folder in your sysroot. This installs the OpenGL/EGL headers: \badcode cp -r include/* ${SYSROOT}/usr/include/ \endcode Copy libEGL.so and libGLESv2.so to the /usr/lib folder in your sysroot: \badcode cp src/lib*.so ${SYSROOT}/usr/lib/ \endcode Copy the libEGL.so and libGLESv2.so libraries to the target device image as well. \target Building Qt \section1 Building Qt When configuring Qt make sure to append -opengl es2 to your configure arguments. \target Building \RENDERER \section1 Building \RENDERER Build \RENDERER like any other Qt module: \badcode qmake make make install \endcode \target Deployment \section1 Deployment Now when you deploy your Qt build to the device it will depend on the dummy libs libEGL.so and libGLESv2.so, but as long as you are using the \RENDERER plugin you will be able to use Qt Quick 2 without actually making any OpenGL or EGL calls. */