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Does QQuickImageProvider use QPixmapCache ?

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  • A Offline
    A Offline
    aabc
    wrote on last edited by
    #5

    I have 7 QML image elements in a QML page and the image sources are change (every image has 5 different optional sources).
    I saw that every source change calls the PixmapImageProvider::requestPixmap to load the image again and I want to reduce the number of times images will be reloaded again.

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    • slettaS Offline
      slettaS Offline
      sletta
      wrote on last edited by
      #6

      IIRC, changing the source explicitly evicts the image element from the cache, so you want to avoid that as much as possible. What you want is to create one Image element for each of the sources and alternate between which one is visible: true.

      For instance:

      @
      // ImageFlipper.qml
      Item {
      id: root
      property int index: 0;
      Image { source: "source1.png"; visible: root.index == 0 }
      Image { source: "source2.png"; visible: root.index == 1 }
      Image { source: "source3.png"; visible: root.index == 2 }
      Image { source: "source4.png"; visible: root.index == 3 }
      Image { source: "source5.png"; visible: root.index == 4 }
      }
      @

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      • A Offline
        A Offline
        aabc
        wrote on last edited by
        #7

        Does it makse sense to increase the cache_limit to 20 MB if I have an embedded device with 0.5 GB RAM and I want more images to be kept in cache ?

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        • slettaS Offline
          slettaS Offline
          sletta
          wrote on last edited by
          #8

          No, changing the size doesn't make much sense. The cache is for unreferenced stuff. What you want is to explicitly reference your images.

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          • A Offline
            A Offline
            aabc
            wrote on last edited by
            #9

            I saw on qquickpixmapcache.cpp that if the QQuickImageProvider image type is QQuickImageProvider::Pixmap, the createPixmapDataSync function convert the pixmap to QImage.
            Is it better to use QQuickImageProvider::Image as the image type of the QQuickImageProvider ?

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            • slettaS Offline
              slettaS Offline
              sletta
              wrote on last edited by
              #10

              The default implementation of QPixmap is based on QImage, so the conversion cost between the two is negligible.

              QPixmap has some code making sure the format is somewhat more optimal though, such as keeping the image in ARGB32_Premultiplied and maybe discarding the alpha channel of pngs which in practice have no alpha, so you are probably better off using Pixmap.

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              • A Offline
                A Offline
                aabc
                wrote on last edited by
                #11

                If I have 16 bit display. Is it better to convert the image to QImage::Format_ARGB8565_Premultiplied instead of ARGB32_Premultiplied ?

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                • slettaS Offline
                  slettaS Offline
                  sletta
                  wrote on last edited by
                  #12

                  The texture atlas uses 32 bit textures, so unless you reimplement that using a custom scene graph adaptation layer, you are better of using ARGB32_PM.

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                  • A Offline
                    A Offline
                    aabc
                    wrote on last edited by
                    #13

                    Do you know where is the convertion from the 32 bit texture to the physical 16 bit display takes place ?

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                    • slettaS Offline
                      slettaS Offline
                      sletta
                      wrote on last edited by
                      #14

                      That depends on your setup. If you have a 32 bit rendering target, the conversion happens when the frame is presented, if you have a 16 bit rendering context, the conversion most likely happens in the GPU as part of rasterization.

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                      • A Offline
                        A Offline
                        aabc
                        wrote on last edited by
                        #15

                        How can I determine if my rendering target is 32 bit or 16 bit ?

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