diff -r 4816d766a08a -r f345bda72bc4 Symbian3/PDK/Source/GUID-59C9EF92-8207-5FA5-AA20-0DB00C211BF1.dita --- a/Symbian3/PDK/Source/GUID-59C9EF92-8207-5FA5-AA20-0DB00C211BF1.dita Tue Mar 30 11:42:04 2010 +0100 +++ b/Symbian3/PDK/Source/GUID-59C9EF92-8207-5FA5-AA20-0DB00C211BF1.dita Tue Mar 30 11:56:28 2010 +0100 @@ -1,80 +1,82 @@ - - - - - -Graphics -Resource Services Collection OverviewThis topic provides an introduction to the Graphics Resource Services -collection. -

Target audience: Device creators.

-The Graphics Resource component is deprecated in Symbian^3 -and will be removed in Symbian^4. -

In ScreenPlay, a graphics resource is a data buffer that is suitable -for use by graphics acceleration hardware. The requirement for the data buffer -to be capable of hardware acceleration imposes certain restrictions on the -way that it is implemented and used. An image is a particular type -of data buffer—a two-dimensional (2D) pixel buffer. Symbian documentation -has traditionally called 2D pixel buffers bitmaps. However, they are called -images in this context in order to avoid confusion with the existing CFbsBitmap class.

-

Another important concept when working with the Graphics Resource components -is rendering pipeline. This is a set of primitives that perform rendering -and usually (but not necessarily) implement a pipeline model. The Graphics -Resource components do not define the rendering pipeline. However, when you -create a graphics resource, particularly an image, you need to specify its -usage in terms of the rendering pipeline it is to be used with. Typical examples -of rendering pipelines are DirectGDI, OpenVG and OpenGLES.

-
Purpose

The -Graphics Resource collection provides the following functionality:

    -
  • The creation and -sharing of hardware acceleration-capable two-dimensional (2D) pixel buffers

    The -Graphics Resource collection provides functions to create 2D pixel buffers -of fixed size in such a way that they can be shared between several user-side -processes and the device drivers of the graphics acceleration hardware if -present.

    As mentioned above these 2D pixel buffers are called images. -They are encapsulated by the RSgImage class.

  • -
  • Interoperability -with the composition components

    The Graphics Resource collection -provides functions to create surfaces that can be used by the composition -components. A surface is identified by a unique ID called the surface -ID.

    Interoperability with the composition components is encapsulated -by the RSgImageCollection class. This class enables the -retrieval of the surface ID for passing in calls to the Surface Manager and -Surface Update Server. RSgImageCollection provides an alternative -view of the surface as a collection of images that are accessible through RSgImage handles.

  • -
  • Support for new -types of graphics resources

    The Graphics Resource collection -also provides an abstraction so that device creators can add new types of -graphics resources—for example, for handling vector data.

    Symbian -provides the RSgDrawable class for this purpose. Symbian -provides only one concrete type of graphics resource—the image (2D pixel buffer). -However, device creators can create additional types of resources.

  • -
  • Extensibility and -adaptability

    The Graphics Resource collection consists of a thin -generic layer and an adaptation layer. Symbian provides a product-quality -reference implementation of the adaptation layer. Device creators can extend, -modify or replace this implementation to suit specific graphics hardware.

  • -

In addition, the Graphics Resource collection provides a number of image compatibility guarantees.

Note: -Although the DirectGDI component depends on the Graphics Resource components, -the Graphics Resource components do not depend on DirectGDI. The Graphics -Resource components can be used in isolation from DirectGDI—for example, by -a render stage that does not use DirectGDI.

-
Components

Graphics -Resource collection consists of the following components:

    -
  • Graphics -Resource Component. This is the generic layer.

  • -
  • Graphics -Resource Adaptation component. This is the adaptation layer, which -device creators can extend, modify or replace.

  • -
-
-Graphics -Resources Services Collection -Off-Screen -Rendering with DirectGDI Tutorial + + + + + +Graphics +Resource Services Collection OverviewThis topic provides an introduction to the Graphics Resource Services +collection. +

Target audience: Device creators.

+The Graphics Resource component is deprecated in Symbian^3 +and will be removed in Symbian^4 (S^4). However, a new Graphics Resource Interface +component is planned for S^4. This new component will provide a similar but +reduced API that is optimized for sharing images across processes. +

In ScreenPlay, a graphics resource is a data buffer that is suitable +for use by graphics acceleration hardware. The requirement for the data buffer +to be capable of hardware acceleration imposes certain restrictions on the +way that it is implemented and used. An image is a particular type +of data buffer—a two-dimensional (2D) pixel buffer. Symbian documentation +has traditionally called 2D pixel buffers bitmaps. However, they are called +images in this context in order to avoid confusion with the existing CFbsBitmap class.

+

Another important concept when working with the Graphics Resource components +is rendering pipeline. This is a set of primitives that perform rendering +and usually (but not necessarily) implement a pipeline model. The Graphics +Resource components do not define the rendering pipeline. However, when you +create a graphics resource, particularly an image, you need to specify its +usage in terms of the rendering pipeline it is to be used with. Typical examples +of rendering pipelines are DirectGDI, OpenVG and OpenGLES.

+
Purpose

The +Graphics Resource collection provides the following functionality:

    +
  • The creation and +sharing of hardware acceleration-capable two-dimensional (2D) pixel buffers

    The +Graphics Resource collection provides functions to create 2D pixel buffers +of fixed size in such a way that they can be shared between several user-side +processes and the device drivers of the graphics acceleration hardware if +present.

    As mentioned above these 2D pixel buffers are called images. +They are encapsulated by the RSgImage class.

  • +
  • Interoperability +with the composition components

    The Graphics Resource collection +provides functions to create surfaces that can be used by the composition +components. A surface is identified by a unique ID called the surface +ID.

    Interoperability with the composition components is encapsulated +by the RSgImageCollection class. This class enables the +retrieval of the surface ID for passing in calls to the Surface Manager and +Surface Update Server. RSgImageCollection provides an alternative +view of the surface as a collection of images that are accessible through RSgImage handles.

  • +
  • Support for new +types of graphics resources

    The Graphics Resource collection +also provides an abstraction so that device creators can add new types of +graphics resources—for example, for handling vector data.

    Symbian +provides the RSgDrawable class for this purpose. Symbian +provides only one concrete type of graphics resource—the image (2D pixel buffer). +However, device creators can create additional types of resources.

  • +
  • Extensibility and +adaptability

    The Graphics Resource collection consists of a thin +generic layer and an adaptation layer. Symbian provides a product-quality +reference implementation of the adaptation layer. Device creators can extend, +modify or replace this implementation to suit specific graphics hardware.

  • +

In addition, the Graphics Resource collection provides a number of image compatibility guarantees.

Note: +Although the DirectGDI component depends on the Graphics Resource components, +the Graphics Resource components do not depend on DirectGDI. The Graphics +Resource components can be used in isolation from DirectGDI—for example, by +a render stage that does not use DirectGDI.

+
Components

Graphics +Resource collection consists of the following components:

    +
  • Graphics +Resource Component. This is the generic layer.

  • +
  • Graphics +Resource Adaptation component. This is the adaptation layer, which +device creators can extend, modify or replace.

  • +
+
+Graphics +Resources Services Collection +Off-Screen +Rendering with DirectGDI Tutorial
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