author | Dominic Pinkman <Dominic.Pinkman@Nokia.com> |
Thu, 21 Jan 2010 18:18:20 +0000 | |
changeset 0 | 89d6a7a84779 |
permissions | -rw-r--r-- |
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<?xml version="1.0" encoding="utf-8"?> |
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<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. --> |
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<!-- This component and the accompanying materials are made available under the terms of the License |
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"Eclipse Public License v1.0" which accompanies this distribution, |
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and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". --> |
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<!-- Initial Contributors: |
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Nokia Corporation - initial contribution. |
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Contributors: |
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--> |
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<!DOCTYPE concept |
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PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd"> |
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<concept id="GUID-894AB487-C127-532D-852B-37CB0DEA1440" xml:lang="en"><title>Symbian-Specific |
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Behavior</title><shortdesc>This topic provides information about the points that the EGL specification |
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explicitly states are platform-specific. This information is aimed at both |
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users and implementers of EGL on the Symbian platform. </shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody> |
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<section id="GUID-5F4317DF-EEDE-434C-906D-A354367AE38D"><title>Symbian windows</title> <p>EGL windows are tied to Symbian |
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windows. To create an on-screen rendering surface, a Window Server window |
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with attributes corresponding to the desired <codeph>EGLConfig</codeph> must |
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be created first. The <xref href="GUID-683603DD-F3D3-3193-BEB3-8236C7DE7F79.dita"><apiname>RWindow</apiname></xref> class is a handle to a server-side |
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window that can be displayed and drawn to, and whose redraws are performed |
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by the application. </p> <p><b>Buffer handling</b>. EGL window surfaces have |
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two buffers, known as the front and back buffers. This means that the client |
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application can draw to the back buffer, while the front buffer is being composed |
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to the screen. The client must call <codeph>eglSwapBuffers()</codeph> to post |
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the back buffer to the screen. </p><p>EGL 1.4 introduces a preserve buffer |
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feature. When this is supported by the implementation, the content of the |
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buffer can be preserved from one frame to the next. This means that the client |
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can provide incremental drawing operations rather than the entire drawing |
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operations for each frame. When the implementation supports this feature, |
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it is usually off by default. This means that legacy applications that do |
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not expect this feature are not slowed down by the unnecessary copying of |
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the buffer contents.</p> <p><b>Window resizing</b>. A window can be resized |
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using one of the Window Server or UI Framework APIs, such as <xref href="GUID-683603DD-F3D3-3193-BEB3-8236C7DE7F79.dita#GUID-683603DD-F3D3-3193-BEB3-8236C7DE7F79/GUID-BCD76117-54A3-3CD5-8911-E867512BF85B"><apiname>RWindow::SetExtent()</apiname></xref> or <xref href="GUID-B06F99BD-F032-3B87-AB26-5DD6EBE8C160.dita#GUID-B06F99BD-F032-3B87-AB26-5DD6EBE8C160/GUID-B680C675-2146-3162-AAAC-F3E88FA8B045"><apiname>CCoeControl::SetExtent()</apiname></xref>. When these APIs are called on a window that is bound to an EGL window surface, |
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the EGL implementation is expected to handle the situation by adjusting its |
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internal buffers. Applications need not do anything specific with regard to |
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EGL APIs. Depending on the type of application, APIs may want to adjust their |
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rendering operations—for example, clip or scale the contents. </p> <p>EGL |
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handles the resize in the next call to <codeph>eglSwapBuffers()</codeph> by |
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creating a new surface for the resized window. If the preserve buffer option |
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is in use, this function also copies across all the pixels from the old surface |
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that overlap the new surface, although the exact details depend |
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on the implementation. A client application may therefore need to provide |
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extra drawing operations, for example, if the window is made larger.</p> <p> <b>Screen |
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rotation</b>. There is no specific EGL handling for screen rotation—instead |
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screen rotation is handled in the same way as a change of screen resolution. |
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Applications can detect screen rotation by listening to the Window Server |
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event <xref href="GUID-CC1E6B2E-F68F-3A00-B4EA-4917007F7320.dita"><apiname>EEventScreenDeviceChanged</apiname></xref>. However, applications |
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do not normally use the Window Server API directly, because they are built |
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on top of the UI Framework layer. This layer provides a different mechanism |
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to notify applications using—for example, <xref href="GUID-3AC2CDAC-0291-309F-A020-049BC9F2CF90.dita#GUID-3AC2CDAC-0291-309F-A020-049BC9F2CF90/GUID-5723655E-FC84-35F1-A0E1-FCE92CEBC196"><apiname>CCoeAppUi::HandleScreenDeviceChangedL()</apiname></xref>. </p> <p>When |
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one of the these events is detected, the application may need to resize its |
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windows and update its content accordingly. If the application wants to accept |
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the system rotation, it does not need to rotate its content. However, some |
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applications may want to maintain a fixed physical orientation. They would |
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then need to rotate the window content in order to counteract the physical |
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rotation. </p> </section> |
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<section id="GUID-9BC770D9-3736-495E-8485-19D71700C50D"><title>Symbian pixmap types</title> <p>An EGL implementation can |
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support the <xref href="GUID-683A1D42-2764-3EB7-BD19-9E12559199AB.dita"><apiname>CFbsBitmap</apiname></xref> pointer as an <codeph>EGLNativePixmapType</codeph>. |
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This means that it is possible to create an <codeph>EGLSurface</codeph> to |
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render to a <xref href="GUID-683A1D42-2764-3EB7-BD19-9E12559199AB.dita"><apiname>CFbsBitmap</apiname></xref>. </p> <p> <xref href="GUID-683A1D42-2764-3EB7-BD19-9E12559199AB.dita"><apiname>CFbsBitmap</apiname></xref> bitmaps |
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are managed by the <xref href="GUID-71DADA82-3ABC-52D2-8360-33FAEB2E5DE9.dita">Font |
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and Bitmap Server</xref>. The format is internal to Symbian, but the Image |
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Converter API can be used to convert them to standard formats. The <xref href="GUID-683A1D42-2764-3EB7-BD19-9E12559199AB.dita"><apiname>CFbsBitmap</apiname></xref> type |
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has limitations with regard to hardware acceleration. </p> </section> |
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<section id="GUID-44553B50-C48E-4E6B-AD9C-F3BC7D9D5347"><title>Display handling</title> <p>Most EGL calls include an <codeph>EGLDisplay</codeph> parameter. |
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The EGL specification describes this as "the abstract display on which graphics |
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are drawn". On some systems, this corresponds to a physical screen. However, |
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the details are platform specific and on Symbian systems, it does <i>not</i> correspond |
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to a physical screen. When working on the Symbian platform, it is generally |
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more useful to think of an <codeph>EGLDisplay</codeph> as the EGL session. </p> <p>On |
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Symbian systems, you usually use a single <codeph>EGLDisplay</codeph>. You |
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get this by a call to <codeph>eglGetDisplay()</codeph> and passing <codeph>EGL_DEFAULT_DISPLAY</codeph> as |
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the <codeph><display id></codeph> parameter. </p> <p>The physical screen |
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on which the content is displayed is determined by the window's parent window |
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group. In Symbian, every window (<xref href="GUID-683603DD-F3D3-3193-BEB3-8236C7DE7F79.dita"><apiname>RWindow</apiname></xref>) has a parent |
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window group (<xref href="GUID-64D4D428-D65F-3D9D-A0D4-C8338C848B25.dita"><apiname>RWindowGroup</apiname></xref>), as shown in the following |
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diagram. When you create a window group, you can specify the screen on which |
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it is to be shown. </p> <fig id="GUID-5D5F3C6A-4CFA-5307-8B2D-D2881799D664"> |
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<title>Each window has a parent window group which is associated with a screen</title> |
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<image href="GUID-CF9EF400-DE1F-55F7-BD33-C4CD80462971_d0e182376_href.png" placement="inline"/> |
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</fig> <p>When you create a window surface in EGL using <codeph>eglCreateWindowSurface</codeph>, |
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you pass in the <codeph>RWindow</codeph> as an argument. The window surface |
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is then displayed on the screen associated with that window's parent window |
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group. Currently a window can exist on only one screen. </p> </section> |
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</conbody><related-links> |
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<link href="GUID-D252E75C-C8CA-5C51-8DA3-95B937A1295C.dita"><linktext>EGL Interface |
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Component</linktext></link> |
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<link href="GUID-DC8BFEF5-DA50-52DA-8CE2-5729A4A005F6.dita"><linktext>EGL Collection |
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Overview</linktext></link> |
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</related-links></concept> |