1 Sections in this file describe:
4 - Required platform capabilities
5 - How to build on different platforms
9 ====================================
10 In the automotive domain, the most HMI systems are using their own window manager implementation.
11 Many applications (e.g. navigation, reversing camera) are implemented standalone and
12 therefore one service is used to composite all applications to the final image on the screen. This Service
13 is also know as LayerManagement.
14 This Component provides a common API and a proof-of-concept implementation for the Layer Management Service.
15 This service should improve the existing vendor-specific layer management implementations
16 which have the following features :
18 * Fixed number of hardware layers
19 * Hardware accelerated compositing
21 * Number of layers not extensible during runtime
22 * Vendor-specific implementation
23 * No standardized interface
25 * No change during runtime possible
27 The IVI Layer Management have the following enhancements :
29 * Well-defined interface
30 * Standardized compositing
31 * Convenient and consistent access to hardware accelerated modules
32 * Separation of HMI and Layer Management
33 * Dynamically Extensions during runtime
34 * Low integration complexity
35 * Reduced dependency on hardware
38 ====================================
39 The IVI Layer Management consist of three subcomponents.
41 The LayerManagementService
43 This is the main component which controls and handles
44 the different layers with its content. Furthermore he
45 will execute the commands which are deployed by the corresponding
46 communicator. The content of the different layers are deployed to the
49 The LayerManagementCommunicator
51 This subcomponent will handle the LayerManagement API messages. Generally
52 a communicator will establish the communication between application and the
53 LayerManagementService. The concept behind the communicator is to abstract
54 the required ipc mechanism on the target platform.
56 The LayerManagementRenderer
58 This subcomponent will handle the rendering of the different layers and its content on the
59 final used target platform. The concept behind the renderer is to abstract
60 the required rendering mechanism on the target platform.
62 Required Platform capabilities
63 ====================================
65 Platform with X11 and OpenGL ES 2.0
68 If you have choosen the X11GLESRenderer as rendering backend, then the following
69 Extensions have to be supported by the TargetPlatform :
73 x-composite : This extension should support redirecting of egl Surfaces to x11 pixmaps too.
79 The following functions should be supported by the vendor specific graphic driver
80 glEGLImageTargetTexture2DOES
83 Furthermore it should be supported to create an egl image from an x11 pixmap.
85 Platform with X11 and OpenGL
88 If you have choosen the GLXRenderer as rendering backend, then the following
89 Extensions have to be supported by the TargetPlatform :
93 x-composite : This extension should support redirecting of egl Surfaces to x11 pixmaps too.
94 x-damage : This extension is required to render surfaces only, if there content has changed.
98 GLX_TEXTURE_FROM_PIXMAP :
99 The following functions should be supported by the vendor specific graphic driver
100 Furthermore it should be supported to create an texture from an x11 pixmap.
103 Beagle board platform
106 If you have choosen the BeagleRenderer as rendering backend, than the following
107 kernel module must be available too :
109 CMEM Module is needed, it can be downloaded from
111 http://software-dl.ti.com/dsps/dsps_public_sw/sdo_sb/targetcontent/linuxutils/index.html
113 The EGL implementation on the beagle board should support the following egl config:
115 EGL_SURFACE_TYPE = EGL_WINDOW_BIT | EGL_PIXMAP_BIT
116 EGL_RENDERABLE_TYPE = EGL_OPENGL_ES2_BIT,
119 EGL_BIND_TO_TEXTURE_RGBA = EGL_TRUE
121 Furthermore the application which should be rendered by the layermanagement, should initialize egl
122 by the following steps:
128 5. Allocate native pixmap Structure
129 6. Allocate native pixmap space by CMEM_alloc
130 7. Get physical address of native pixmap using the CMEM module, and assign the address to the native pixmap structure.
131 8. Create egl pixmap surface using the allocated native pixmap.
132 9. Create egl context.
133 10. Make egl context with the surface as current.
136 How to build on different platforms
137 ====================================
139 These conditions need to be met in order to build the LayerManager component:
141 - CMake required (version 2.6 or higher)
143 Building the LayerManager breaks down to the following steps:
145 1. Pull the current codebase from the git repository to your target source directory [referred to as <source-dir>]
147 Example: git clone https://git.genivi.org/srv/git/layer_management
149 This should give you a directory called "layer_management" in your current directory.
151 2. Create a build directory, e.g. IVILayerManagement_build [referred to as <build-dir>]
153 Example: mkdir IVILayerManagement_build
155 3. In <build-dir> Generate build system for your platform using CMake.
156 This step provides some customization options to configure build options.
158 Example: cd <build-dir>
159 cmake <source-dir> [optional_build_options]
161 For a full list of available build options in [optional_build_options] see "Supported Build Options"
167 5. Install LayerManager on local system.
168 Note: This step will require root priviledges on most systems.
170 Example: sudo make install
172 The LayerManager may now be started by calling "LayerManagerService".
177 You need both development packages and libraries for
186 X11 Composite libraries
188 Vendor specific EGL 1.4 Libraries, which are support the EGL_IMAGE_KHR Extension including
189 build an EGL Image from X11Pixmap
190 Vendor specific OpenGL ES 2.0 Libraries, with JIT compiler to support shader which are
191 delivered as source code
196 X11 Composite libraries
201 Supported Build Options
204 - Build configuration:
205 Option: -DCMAKE_BUILD_TYPE=DEBUG or
206 -DCMAKE_BUILD_TYPE=RELEASE
208 - Build for X11 Desktop with GLX Renderer
209 Option: -DWITH_DESKTOP=ON or
212 - Build for X11 with OpenGL ES 2.0 Renderer
213 Option: -DWITH_X11_GLES=ON or
217 Option: -DWITH_EGL_EXAMPLE=ON or
218 -DWITH_EGL_EXAMPLE=OFF
221 Option: -DWITH_GLX_EXAMPLE=ON or
222 -DWITH_GLX_EXAMPLE=OFF
224 - Build with copy of textures for target platform which does not support the
225 GLX_TEXTURE_FROM_PIXMAP or EGL_IMAGE_KHR on X11 pixmaps Extensions
226 Option: -DWITH_FORCE_COPY=ON or
227 -DWITH_FORCE_COPY=OFF
229 - Build with XTHREAD support, switches continous rendering to event based rendering
230 Option: -DWITH_XTHREADS=ON or
233 - Build available tests
234 Option: -DWITH_TESTS=ON or
237 Remark: Test File are currently not upstreamed.
239 - Build for diferent Platforms
241 You have the choice to use GLXRenderer or X11GLESRenderer.
243 GLXRenderer (X11Renderer.so) which is normaly used for a Desktop, VMWare Image and GMA500 based Headunits
245 cmake <source-dir>/ -DWITH_DESKTOP=ON -DWITH_GLX_EXAMPLE=ON -DWITH_XTHREADS=ON -DWITH_TESTS=OFF -DWITH_EGL_EXAMPLE=OFF -DWITH_X11_GLES=OFF
247 X11GLESRenderer which is used on more embedded device which are supporting EGL and OpenGL ES 2.0
249 cmake <source-dir>/ -DWITH_DESKTOP=OFF -DWITH_GLX_EXAMPLE=OFF -DWITH_TESTS=OFF -DWITH_EGL_EXAMPLE=ON -DWITH_X11_GLES=ON -DWITH_XTHREADS=ON