28 lines
973 B
Plaintext
28 lines
973 B
Plaintext
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~~Title: Evas Engines Concept~~
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{{page>index}}
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-----
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===== Evas Engines Concept =====
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Evas delegates most of the actual rendering work to its engines. Engines are
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the backends that Evas uses to render (primitive) objects on a canvas. The
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canvas can be the screen, or a buffer in the memory.
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Evas can work with and provides multiple engines, such as (this list is
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non-exhaustive):
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* buffer: all the rendering takes place in a buffer
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* fb: the rendering takes place in the system's framebuffer
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* software_x11: this is the most used, using X11
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* gl_x11: this also renders to an X11 window, except that it uses OpenGL
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These implement the rendering of all the basic objects by themselves, because
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they often can be accelerated by the hardware or backend software libraries to
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provide fast rendering.
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If a particular engine does not have the provision for a certain primitive
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object, it reverts back to using a default software version.
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\\
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-----
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{{page>index}}
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