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Fullscreen over multiple screens (EGLFS)

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  • SGaistS Offline
    SGaistS Offline
    SGaist
    Lifetime Qt Champion
    wrote on last edited by
    #2

    Hi and welcome to devnet,

    What about resizing your application window so that it covers both screens ?

    Interested in AI ? www.idiap.ch
    Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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    • D Offline
      D Offline
      divinus
      wrote on last edited by divinus
      #3

      Thank you.
      It doesn’t work out, no matter what I do, the application always starts on one screen and in full screen mode.

      QGuiApplication app(argc, argv);
      QQuickView *v = new QQuickView;
      v->setScreen(app.screens()[0]);
      v->setResizeMode(QQuickView::SizeRootObjectToView);
      v->setSource(QUrl("qrc:/main.qml"));
      v->showFullScreen();
      QObject::connect(v->engine(), &QQmlEngine::quit, qGuiApp, &QCoreApplication::quit);
      

      i can specify a different screen and then the window will open on another screen in full screen mode.

      I already tried:
      v->setGeometry(screen->geometry()); v->setGeometry(screen->virtualGeometry());
      after and before calling window show.
      I already tried all window display methods:
      v->showFullScreen(); v->show(); v->showNormal();

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      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #4

        @divinus said in Fullscreen over multiple screens:

        EGLFS

        Sorry, I misread. You don't have any window manager in this case. So if memory serves well and my understanding of the EGLFS backend documentation, what you get is the expected behaviour. If you want to have your application on both screens, you will have to use either X11 or the Wayland backend. Unless you somehow have a frame buffer device that covers both screens.

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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        • D Offline
          D Offline
          divinus
          wrote on last edited by divinus
          #5

          very disappointing of course at the final stage of development to encounter such trouble :)
          maybe then somehow you can get around the restriction on accessing the ShaderEffectSource from one window to another?

          Pablo J. RoginaP S 2 Replies Last reply
          0
          • D divinus

            very disappointing of course at the final stage of development to encounter such trouble :)
            maybe then somehow you can get around the restriction on accessing the ShaderEffectSource from one window to another?

            Pablo J. RoginaP Offline
            Pablo J. RoginaP Offline
            Pablo J. Rogina
            wrote on last edited by
            #6

            @divinus said in Fullscreen over multiple screens:

            very disappointing of course at the final stage of development to encounter such trouble

            with due respect, given you were aiming to use a feature not so well documented or that no that much people employs, shouldn't you have tested this technique at an early stage in your development cycle?

            Upvote the answer(s) that helped you solve the issue
            Use "Topic Tools" button to mark your post as Solved
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            Don't ask support requests via chat/PM. Please use the forum so others can benefit from the solution in the future

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            • D Offline
              D Offline
              divinus
              wrote on last edited by
              #7

              @Pablo-J-Rogina said in Fullscreen over multiple screens (EGLFS):

              with due respect, given you were aiming to use a feature not so well documented or that no that much people employs, shouldn't you have tested this technique at an early stage in your development cycle?

              Initially, the project was written using a X86 platform (intel nuc) with sufficiently productive hardware and there were no problems running through the X11. But the concept has changed, and now to reduce the cost, it was decided to switch to arm architecture and use raspberry pi as a prototype. especially since a new version with two HDMI outputs has recently been released, just what we need.

              Pablo J. RoginaP 1 Reply Last reply
              0
              • D divinus

                @Pablo-J-Rogina said in Fullscreen over multiple screens (EGLFS):

                with due respect, given you were aiming to use a feature not so well documented or that no that much people employs, shouldn't you have tested this technique at an early stage in your development cycle?

                Initially, the project was written using a X86 platform (intel nuc) with sufficiently productive hardware and there were no problems running through the X11. But the concept has changed, and now to reduce the cost, it was decided to switch to arm architecture and use raspberry pi as a prototype. especially since a new version with two HDMI outputs has recently been released, just what we need.

                Pablo J. RoginaP Offline
                Pablo J. RoginaP Offline
                Pablo J. Rogina
                wrote on last edited by
                #8

                @divinus said in Fullscreen over multiple screens (EGLFS):

                use raspberry pi as a prototype. especially since a new version with two HDMI outputs has recently been released, just what we need.

                Ok, fair enough. But given RPi 4 "power" (I didn't try it myself yet, but reviews said it's more powerful than previous devices, i.e. RPi 3) what's the problem to use X11 in that device, as you already proven it works fine for your requirements.

                Upvote the answer(s) that helped you solve the issue
                Use "Topic Tools" button to mark your post as Solved
                Add screenshots via postimage.org
                Don't ask support requests via chat/PM. Please use the forum so others can benefit from the solution in the future

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                • D Offline
                  D Offline
                  divinus
                  wrote on last edited by divinus
                  #9

                  @Pablo-J-Rogina
                  The source of the problems has not yet been found, but there are no problems when starting the application through the EGLFS, but they are when starting through the X11.

                  The main problem is that when playing a video, overlapping frames (bands) are visible since vsync is disabled. And the processor is 100 percent loaded.

                  There are still minor problems. For example, a broken multitouch on the touch panel. I think these problems can be solved, but it will take extra time as usual.

                  M 1 Reply Last reply
                  0
                  • D divinus

                    @Pablo-J-Rogina
                    The source of the problems has not yet been found, but there are no problems when starting the application through the EGLFS, but they are when starting through the X11.

                    The main problem is that when playing a video, overlapping frames (bands) are visible since vsync is disabled. And the processor is 100 percent loaded.

                    There are still minor problems. For example, a broken multitouch on the touch panel. I think these problems can be solved, but it will take extra time as usual.

                    M Offline
                    M Offline
                    matzrm
                    wrote on last edited by
                    #10

                    @divinus any solutions?

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                    0
                    • D divinus

                      very disappointing of course at the final stage of development to encounter such trouble :)
                      maybe then somehow you can get around the restriction on accessing the ShaderEffectSource from one window to another?

                      S Offline
                      S Offline
                      SamiV123
                      wrote on last edited by
                      #11

                      @divinus said in Fullscreen over multiple screens (EGLFS):

                      maybe then somehow you can get around the restriction on accessing the ShaderEffectSource from one window to another?

                      maybe then somehow you can get around the restriction on accessing the ShaderEffectSource from one window to another?

                      What do you mean?

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