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diff --git a/doc/src/platforms/emb-hardwareacceleration.qdocinc b/doc/src/platforms/emb-hardwareacceleration.qdocinc index 3851628..fb00e09 100644 --- a/doc/src/platforms/emb-hardwareacceleration.qdocinc +++ b/doc/src/platforms/emb-hardwareacceleration.qdocinc @@ -1,129 +1,140 @@ - -\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. + \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. |