Variant:
In the context of
In ScreenPlay, sources that generate complex graphical output (such as the camera viewfinder, video, and OpenGLES and OpenVG games) can render directly to composition surfaces. These are essentially pixel buffers with associated metadata describing the width, height, stride and pixel format. In the Symbian implementation, surfaces are implemented using
The Window Server's render stage plug-ins render all of the UI content onto a special surface that is known as the UI surface. This is semi-transparent—unlike the background surfaces, which are opaque. The following diagram shows the composition engine bringing together the UI surface and the background surfaces onto the frame buffer, which the Display Driver then displays on the screen.
The composition engine maintains a stack of scene elements or layers (which describe the geometric positions, size and orientation), computes what is visible and performs the actual composition work.
For a general introduction to some of the key composition concepts, see
The following diagram shows the composition interface and engine and related components and indicates which are generic parts of the Symbian platform and which can be adapted by device and hardware manufacturers.
Here we will look briefly at the role of the key components.
The composition engine maintains the stack of elements and computes what is visible. For example, it culls invisible areas and maintains a list of dirty rectangles. The composition engine also performs the actual composition work, blending the pixels if necessary. It supports limited transformation, such as scaling and rotation (in 90° increments). It can utilize GPU hardware composition and LCD hardware rotation if they are available. The Symbian Foundation provides a reference implementation based on the
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Variant:
In the context of
In ScreenPlay, sources that generate complex graphical output (such as the camera viewfinder, video, and OpenGLES and OpenVG games) can render directly to composition surfaces. These are essentially pixel buffers with associated metadata describing the width, height, stride and pixel format. In the Symbian implementation, surfaces are implemented using
The Window Server's render stage plug-ins render all of the UI content onto a special surface that is known as the UI surface. This is semi-transparent—unlike the background surfaces, which are opaque. The following diagram shows the composition engine bringing together the UI surface and the background surfaces onto the frame buffer, which the Display Driver then displays on the screen.
The composition engine maintains a stack of scene elements or layers (which describe the geometric positions, size and orientation), computes what is visible and performs the actual composition work.
For a general introduction to some of the key composition concepts, see
The following diagram shows the composition interface and engine and related components and indicates which are generic parts of the Symbian platform and which can be adapted by device and hardware manufacturers.
Here we will look briefly at the role of the key components.
The composition engine maintains the stack of elements and computes what is visible. For example, it culls invisible areas and maintains a list of dirty rectangles. The composition engine also performs the actual composition work, blending the pixels if necessary. It supports limited transformation, such as scaling and rotation (in 90° increments). It can utilize GPU hardware composition and LCD hardware rotation if they are available. The Symbian Foundation provides a reference implementation based on the
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