onConfigure()
函数。While you can configure your Kanzi application in the onConfigure()
function, in application.cfg you can configure some parameters without recompiling your application or even without a C++ application. The configuration you specify in application.cfg overrides the configuration you specify in onConfigure()
.
For example, in application.cfg you can tell your Kanzi application which kzb file to load, enable performance information in your application, and set how many threads you want to use for loading the application resources.
See Configuring your application.
You can use these application configuration settings.
Loading
Performance
Glyph cache texture size
|
Graphics performance logging
Graphics library
Surface properties
|
Application window position and size
Application window style
Input handling and screen transformation
Input event devices on Linux
|
You can set which kzb file or configuration file your Kanzi application loads when you launch your Kanzi application.
See 使用 kzb 文件.
In application.cfg | BinaryName = "name" |
||
In onConfigure() |
configuration.binaryName = "name"; |
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Value |
|
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application.cfg example |
# Loads the kzb file named MyApplication.kzb. BinaryName = "MyApplication.kzb"
# Loads the binary configuration file MyApplicationKzbs.cfg that lists # all kzb files that your Kanzi application loads. BinaryName = "MyApplication.kzb.cfg"
|
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onConfigure() example |
// Loads kzb file named MyApplication.kzb. configuration.binaryName = "MyApplication.kzb";
// Loads the binary configuration file MyApplicationKzbs.cfg that lists // all kzb files that your Kanzi application loads. configuration.binaryName = "MyApplication.kzb.cfg";
|
You can set which plugins your Kanzi application loads when you launch your Kanzi application.
In application.cfg | ModuleNames= "names" |
||
In onConfigure() |
configuration.moduleNames = names; |
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Values |
|
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application.cfg example |
# Loads the plugin DLL files MyPlugin1.dll and MyPlugin2.dll. ModuleNames = "MyPlugin1; MyPlugin1"
|
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onConfigure() example |
// Loads the plugin DLL files MyPlugin1.dll and MyPlugin2.dll. configuration.moduleNames = {"MyPlugin1", "MyPlugin1"}; |
当用户在具有多核处理器的环境中运行 Kanzi 应用程序时,Kanzi 会自动使用多个 CPU 内核将 kzb 文件中的 GPU 资源加载到 RAM 中。 See 并行加载资源.
GPU 资源 Kanzi 并行加载包括所有类型在内的纹理、着色器和网格。为将这些资源从 RAM 部署到 GPU 内存并加载预设件模板,Kanzi 始终使用主线程。请参阅图像和纹理最佳实践、着色器最佳实践、网格最佳实践。
In application.cfg | LoadingThreadCount = threads |
||
In onConfigure() |
configuration.loadingThreadCount = threads; |
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Values |
|
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application.cfg example | # Switches off the use of multiple cores for loading your application. # Loads your application resources using the main thread. LoadingThreadCount = 0 # Uses six threads to load your application. LoadingThreadCount = 5 |
||
onConfigure() example |
// Switches off the use of multiple cores for loading your application. // Loads your application resources using the main thread. configuration.loadingThreadCount = 0; // Uses six threads to load your application. configuration.loadingThreadCount = 5; |
You can set the maximum number of resources that the loading threads process at the same time. By increasing the number of resources you can speed up the loading, but at the same time you increase the peak memory use during loading because you can load more resources to the memory before they are deployed to the GPU.
In application.cfg | MaxPendingResources = resources |
||
In onConfigure() |
configuration.maxPendingResources = resources; |
||
Values |
|
||
application.cfg example | # Sets the maximum number of resources processed by the loading # threads to the number of loading threads + 1. This is the default value. MaxPendingResources = 0 # Sets the maximum number of resources processed by the loading # threads to 20 resources. MaxPendingResources = 20 |
||
onConfigure() example |
// Sets the maximum number of resources processed by the loading // threads to the number of loading threads + 1. This is the default value. configuration.maxPendingResources = 0; // Sets the maximum number of resources processed by the loading // threads to 20 resources. configuration.maxPendingResources = 20; |
在支持内存映射文件的操作系统上运行 Kanzi 应用程序时,您可以为 Kanzi 应用程序使用的 kzb 文件启用内存映射加载。您启用内存映射加载后,因为它减少了文件访问量,所以可缩短 Kanzi 应用程序的加载时间。
内存映射文件受 Windows、Linux 和 QNX 等操作系统的支持。在启用内存映射加载前,请检查它是否受运行 Kanzi 应用程序的平台支持。
要检查您的平台是否支持内存映射加载,请调用 kzsMemoryMappedFileIsSupported()
函数。如支持内存映射加载,函数返回 True,如不支持,则返回 False。
如果您在不支持功能的平台上启用内存映射加载,Kanzi 会显示警告并使用常规文件访问来加载 kzb 文件。
In application.cfg | UseMemoryMappedLoading = value |
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In onConfigure() |
configuration.useMemoryMappedLoading = value; |
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Values |
|
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application.cfg example | # Enables the memory mapped loading for the kzb files in your Kanzi application. UseMemoryMappedLoading = 1 |
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onConfigure() example |
// Enables the memory mapped loading for the kzb files in your Kanzi application. configuration.useMemoryMappedLoading = 1; |
如果没有输入、任务、定时器、动画,又或是应用程序中没有可以更新渲染的任何内容,Kanzi 会暂停主循环。 See 应用程序空闲状态.
当使用应用程序空闲状态时,请考虑下面这些使用案例:
Application::updateOverride
,请禁用应用程序空闲状态。In application.cfg | ApplicationIdleState = value |
||||
In onConfigure() |
configuration.applicationIdleStateEnabled = value; |
||||
Values |
|
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application.cfg example | # Disables the application idle state.
|
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onConfigure() example |
// Disables the application idle state. configuration.applicationIdleStateEnabled = 0; |
You can limit the number of frames rendered per second by setting the maximum frame rate.
如果您的 Kanzi 应用程序正在显示动画,Kanzi 默认会调节 CPU 运行速度以获得最高的 FPS。如果没有显示任何动画,Kanzi 会将应用程序设置为空闲状态。因此,为了节省 CPU 资源和能耗,Kanzi 默认会将最高帧速率限制为 60 帧/秒。请使用应用程序配置来设置您的应用程序的最高帧速率。
See PerformanceInfoLevel.
In application.cfg | MaximumFPS = limit |
||
In onConfigure() |
configuration.frameRateLimit = limit; |
||
Value |
|
||
application.cfg example | # Sets the maximum application frame rate to 32 frames per second. MaximumFPS = 32 # Disables the limit. MaximumFPS = 0 |
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onConfigure() example |
// Sets the maximum application frame rate to 32 frames per second. configuration.frameRateLimit = 32; // Disables the limit. configuration.frameRateLimit = 0; |
You can enable the display of 性能 HUD (Performance HUD) that shows the performance information for your Kanzi application. Use the 性能 HUD (Performance HUD) to see how your application performs on target devices and to find performance bottlenecks.
性能 HUD (Performance HUD) shows this performance information for your Kanzi application:
glDrawElements
and glDrawArrays
).getBatchCount()
.getTriangleCount()
.getTextureSwitchCount()
.getFramebufferSwitchCount()
.getShaderSwitchCount()
.getUniformSendCount()
.See 最佳实践.
In application.cfg | PerformanceInfoLevel = level |
||
In onConfigure() |
configuration.performanceInfoLevel = ApplicationProperties::level; |
||
Values |
|
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application.cfg example | # Enables the full 性能 HUD (Performance HUD) in a Kanzi application. PerformanceInfoLevel = 2 |
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onConfigure() example |
// Enables the full 性能 HUD (Performance HUD) in a Kanzi application. configuration.performanceInfoLevel = ApplicationProperties::PerformanceInfoLevelFull; |
You can control the state of performance profiling categories, which you use to group performance profilers, and set which profilers you want to show in the 性能 HUD (Performance HUD). See Measuring application performance.
In application.cfg | ProfilingCategoryFilter = "category=state" |
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In onConfigure() |
configuration.profilingCategoryFilter = "category=state"; |
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Values |
Separate a list of category-state pairs with semicolons (;). |
||||||||||
application.cfg examples | # Enables the full 性能 HUD (Performance HUD). PerformanceInfoLevel = 2 # Enables performance profiling for animations running in the main loop and shows the performance graph in the 性能 HUD (Performance HUD). ProfilingCategoryFilter="MainLoopAnimation=show" # Enables the MyFunctionProfiler category and disables the MainLoopRendering category. ProfilingCategoryFilter="MyFunctionProfiler=on;MainLoopRendering=off" # Enables all performance profiling categories. ProfilingCategoryFilter="*=on" # Enables categories Generic and MyProfilingCategory. ProfilingCategoryFilter="Generic|MyProfilingCategory=on" |
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onConfigure() examples |
// Enables the full 性能 HUD (Performance HUD). configuration.performanceInfoLevel = ApplicationProperties::PerformanceInfoLevelFull; // Enables performance profiling for animations running in the main loop and shows the performance graph in the 性能 HUD (Performance HUD). configuration.profilingCategoryFilter = "MainLoopAnimation=show"; # Enables the MyFunctionProfiler category and disables the MainLoopRendering category. configuration.profilingCategoryFilter="MyFunctionProfiler=on;MainLoopRendering=off" // Enables all performance profiling categories. configuration.profilingCategoryFilter = "*=on"; // Enables categories Generic and MyProfilingCategory. configuration.profilingCategoryFilter = "Generic|MyProfilingCategory=on"; |
This table lists the Kanzi startup performance profiling categories and profilers that are included in the Profiling build.
Category | Configuration name | Profiler |
---|---|---|
Application initialization | StartupInitialization |
m_initializationProfiler |
Default resource registration | StartupRegisterDefaultResources |
m_registerDefaultResourcesProfiler |
Graphics initialization | StartupInitializeGraphics |
m_initializeGraphicsProfiler |
GL subsystem initialization | StartupInitializeGL |
m_initializeGLProfiler |
Startup kzb file opening | StartupOpenKzb |
m_openKzbProfiler |
Loading threads initialization | StartupInitializeLoadingThreads |
m_initializeLoadingThreadsProfiler |
Metadata registration | StartupRegisterMetadata |
m_registerMetadataProfiler |
Plugins loading | StartupLoadPlugins |
m_loadPluginsProfiler |
Prefabs loading | StartupLoadPrefab |
m_loadPrefabProfiler |
Prefabs instantiation | StartupInstantiatePrefab |
m_instantiatePrefabProfiler |
Prefabs attachment | StartupAttachPrefab |
m_attachPrefabProfiler |
Renderer reset | StartupResetRenderer |
m_resetRendererProfiler |
Runtime assets registration | StartupRegisterRuntimeAssets |
m_registerRuntimeAssetsProfiler |
This table lists the Kanzi main loop task performance profiling categories and profilers that are included in the Profiling build.
Category | Configuration name | Title in HUD | Profiler |
---|---|---|---|
Animations Measures the time spent rendering animations. |
MainLoopAnimation |
Main loop: animation | m_animationProfiler |
Application events handling Measures the time spent gathering and handling events from all available event sources, such as keyboard, mouse, and other available manipulators. |
MainLoopApplicationEvents |
Main loop: application events | m_applicationEventsProfiler |
Application logic updating Measures the time spent inside the user-provided Application::update override. |
MainLoopAppUpdate |
Main loop: application update | m_appUpdateProfiler |
User-provided application logic updating Measures the time spent executing the user-provided update logic callback Application::onUpdate . |
MainLoopUserUpdate |
Main loop: user update | m_userUpdateProfiler |
Graphics events handling Measures the time spent processing events that affect graphics output, such as resizing a window. |
MainLoopGraphicsEvents |
Main loop: graphics events | m_graphicsEventsProfiler |
性能 HUD (Performance HUD) Measures the overhead caused by rendering the information in the 性能 HUD (Performance HUD). |
MainLoopHUD |
Main loop: HUD | m_hudProfiler |
Input events handling Measures the time that the InputManager spends processing input events, such as keyboard and mouse events. |
MainLoopInput |
Main loop: input | m_inputProfiler |
Layout Measures the performance of the layout pass. |
MainLoopLayout |
Main loop: layout | m_layoutProfiler |
Rendering Measures the time spent rendering the screen in Application::renderOverride . |
MainLoopRendering |
Main loop: rendering | m_renderingProfiler |
Resource deployment Measures the time spent processing the asynchronous task deployment queue. |
MainLoopResourceDeployment |
Main loop: resource deployment | m_resourceDeploymentProfiler |
Resource manager update Measures the time that the ResourceManager spends processing load and deployment queues. |
MainLoopResourceManagerUpdate |
Main loop: resource manager update | m_resourceManagerUpdateProfiler |
Task dispatcher Measures the time spent executing tasks added to the task scheduler. |
MainLoopTaskDispatcher |
Main loop: task dispatcher | m_taskDispatcherProfiler |
Task scheduler Measures the time spent executing periodic tasks added to the task dispatcher, such as animations. |
MainLoopTaskScheduler |
Main loop: task scheduler | m_taskSchedulerProfiler |
当使用文本块 (Text Block) Kanzi 时,为字体与字号的每种组合创建图形缓存纹理。 您可以设置图形缓存纹理的高度和宽度,以便在图形缓存纹理填满时或者为了优化 Kanzi 应用程序的性能而调整图形缓存纹理的大小。
Because larger glyph cache textures use more VRAM, try different sizes before you set the final size . The upper limit of the glyph cache texture size depends on the GPU, but usually it is 2048 by 2048 pixels. The default size of the glyph cache texture is 512 by 512 pixels.
Kanzi applies the size of the glyph cache texture to all glyph cache textures.
In application.cfg | GlyphCacheHeight = size |
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In onConfigure() |
configuration.glyphCacheHeight = size; |
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Values |
|
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application.cfg example | # Sets the glyph cache texture height to 768, and width to 1024 pixels. GlyphCacheHeight = 768 GlyphCacheWidth = 1024 |
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onConfigure() example |
// Sets the glyph cache texture height to 768, and width to 1024 pixels. configuration.glyphCacheHeight = 768; configuration.glyphCacheWidth = 1024; |
You can enable Kanzi to print to the debug console the graphics API calls of your application in the Application::onConfigure()
function, in the application.cfg, or using the command line argument, if your target supports command line arguments.
On the command line use:
-log-graphics
to log the graphics API callsIn application.cfg | GraphicsLoggingEnabled = value |
||||
In onConfigure() |
configuration.graphicsLoggingEnabled = value; |
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Values |
|
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application.cfg example | # Enables the logging of the graphics API calls.
|
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onConfigure() example |
// Enables the logging of the graphics API calls. configuration.graphicsLoggingEnabled = 1; |
You can enable Kanzi to print to the debug console a list of the graphics-related extensions on application startup.
In application.cfg | LogOpenGLExtensions = value |
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In onConfigure() |
configuration.extensionOutputEnabled = value; |
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Values |
|
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application.cfg example | # Enables the logging of the graphics-related extensions.
|
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onConfigure() example |
// Enables the logging of the graphics-related extensions. configuration.extensionOutputEnabled = 1; |
You can enable Kanzi to print to the debug console this graphics-related information on application startup:
In application.cfg | LogOpenGLInformation = value |
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In onConfigure() |
configuration.informationOutputEnabled = value; |
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Values |
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application.cfg example | # Enables the logging of the graphics-related information.
|
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onConfigure() example |
// Enables the logging of the graphics-related information. configuration.informationOutputEnabled= 1; |
You can enable Kanzi to print to the debug console these graphics-related properties on application startup:
In application.cfg | LogSurfaceInformation = value |
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In onConfigure() |
configuration.propertyOutputEnabled = value; |
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Values |
|
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application.cfg example | # Enables the logging of the graphics-related properties.
|
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onConfigure() example |
// Enables the logging of the graphics-related properties. configuration.propertyOutputEnabled= 1; |
您可以选择您 想在
application.cfg 的 Application::onConfigure() 函数中使用 ES 或 GL,还是想使用命令行参数,前提是您的目标支持命令行参数。
在命令行使用:
-gles
以使用 ES-gl
以使用 GL-egl
以使用 EGL-wgl
以使用 WGL对于 application.cfg | GraphicsBackend = type |
||||
对于 onConfigure() |
configuration.defaultSurfaceProperties.type = type; |
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值 |
|
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application.cfg 示例 | # 为 OpenGLES 2.0 渲染和 EGL 图形上下文设置表面目标。 GraphicsBackend = GLESGraphicsContextAPI = EGL |
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onConfigure() 示例 |
//为 OpenGLES 2.0 渲染和 EGL 图形上下文设置表面目标。 configuration.defaultSurfaceProperties.type = KZS_SURFACE_TYPE_ES2_ONLY; configuration.defaultSurfaceProperties.contextApi = KZS_GRAPHICS_CONTEXT_API_EGL; |
Surface properties control the properties of the hardware accelerated graphics surface on which Kanzi renders. They control the relation between image quality and rendering speed. The surface properties you set are considered requests to be matched by the graphics system of the target hardware. Whether a given request is considered an upper bound, a lower bound, or an exact value is platform dependent.
The default values of surface properties are platform dependent. You can get them by calling kzsSurfaceGetDefaultProperties()
.
In application.cfg |
|
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In onConfigure() |
configuration.defaultSurfaceProperties.bitsStencil = stencil; |
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Values |
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application.cfg example |
# An example configuration for a typical high-speed rendering application SurfaceBitsStencil = 1 SurfaceBitsDepthBuffer = 16 SurfaceBitsRed = 5 SurfaceBitsGreen = 6 SurfaceBitsBlue = 5 SurfaceBitsAlpha = 0 SurfaceSamplesAntialiasing = 0
# An example configuration for a high image quality application SurfaceBitsStencil = 8 SurfaceBitsDepthBuffer = 24 SurfaceBitsRed = 8 SurfaceBitsGreen = 8 SurfaceBitsBlue = 8 SurfaceBitsAlpha = 8 SurfaceSamplesAntialiasing = 4
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onConfigure() example |
// An example configuration for a typical high-speed rendering application configuration.defaultSurfaceProperties.bitsStencil = 1; configuration.defaultSurfaceProperties.bitsDepthBuffer = 16; configuration.defaultSurfaceProperties.bitsColorR = 5; configuration.defaultSurfaceProperties.bitsColorG = 6; configuration.defaultSurfaceProperties.bitsColorB = 5; configuration.defaultSurfaceProperties.bitsAlpha = 0; configuration.defaultSurfaceProperties.antiAliasing = 0;
// An example configuration for a high image quality application configuration.defaultSurfaceProperties.bitsStencil = 8; configuration.defaultSurfaceProperties.bitsDepthBuffer = 24; configuration.defaultSurfaceProperties.bitsColorR = 8; configuration.defaultSurfaceProperties.bitsColorG = 8; configuration.defaultSurfaceProperties.bitsColorB = 8; configuration.defaultSurfaceProperties.bitsAlpha = 8; configuration.defaultSurfaceProperties.antiAliasing = 4;
|
You can set the position of the application on the screen relative to the upper-left corner of the screen and the size of the application window in pixels. The default size of the window is 640x480 pixels and center of the device screen.
When you run your Kanzi application in full-screen mode on a system with more than one display, you can set the default display where your Kanzi application window appears.
Note that in order to use the default application display, you have to set the window style of your Kanzi application to full-screen.
To make the application window fixed size, resizable, fullscreen, or without borders, see Application window style.
In application.cfg | WindowX = positionX |
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In onConfigure() |
configuration.defaultWindowProperties.x = positionX; |
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Value |
|
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application.cfg example | # Set the width to 1280 and height to 720 pixels and place it 100 pixels # from the top and 1 pixel from the left side of the device screen. WindowWidth = 1280 WindowHeight = 720 WindowX = 100 WindowY = 1 # Place the application window in the top-left corner of the device screen. WindowX = 0 WindowY = 0 # Sets the second display as the default display for the full-screen application window. DefaultDisplayIndex = 1 # On Windows, places the application window on top of other windows. WindowOrder = 0 |
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onConfigure() example |
// Set the width to 1280 and height to 720 pixels and place it 100 pixels // from the top and 1 pixel from the left side of the device screen. configuration.defaultWindowProperties.width = 1280; configuration.defaultWindowProperties.height = 720; configuration.defaultWindowProperties.x = 100; configuration.defaultWindowProperties.y = 1; // Place the application window in the top-left corner of the device screen. configuration.defaultWindowProperties.x = 0; configuration.defaultWindowProperties.y = 0; // Sets the second display as the default display for the full-screen application window. configuration.defaultWindowProperties.defaultDisplayIndex = 1; // On Windows, places the application window on top of other windows. configuration.defaultWindowProperties.order = 0; |
You can set the style of the window of your Kanzi application. Besides the default window with a border that users can resize, you can set your Kanzi application to launch in a window without a border, in a window of fixed size, and in a window that occupies the entire device screen.
To set the position and size of the application window, see Application window position and size.
In application.cfg | WindowStyle = "style" |
||
In onConfigure() |
configuration.defaultWindowProperties.style = style; |
||
Value |
|
||
application.cfg example |
# Launch the application in a window that occupies the whole screen of the device. WindowStyle = "fullscreen"
|
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onConfigure() example |
// Launch the application in a window that occupies the whole screen of the device.
configuration.defaultWindowProperties.style = |
You can define how your application handles touch and pointer input, and configure the orientation of your application screen. When you run your application on a device, you can set whether the application reacts to the pointer of the device, uses a touch screen, or both.
You can set the transformation matrix of the application screen. For example, use this to rotate the application screen.
You can set how Kanzi translates pointer and touch events.
In application.cfg | InputTranslation = translation |
||
In onConfigure() |
configuration.defaultEventSourceProperties.translation = translation; |
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Values |
|
||
application.cfg example |
# Translate pointer events to touch events. InputTranslation = PointerToTouch
|
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onConfigure() example |
// Translate pointer events to touch events. configuration.defaultEventSourceProperties.translation = KZS_INPUT_TRANSLATE_POINTER_TO_TOUCH; |
You can set whether the application reacts to the pointer of the device.
In application.cfg | InputDiscardPointer = value |
||||||
In onConfigure() |
configuration.defaultEventSourceProperties.discardPointerEvents = value; |
||||||
Values |
|
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application.cfg example |
# Ignore pointer input. InputDiscardPointer = 1
|
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onConfigure() example |
// Ignore pointer input. configuration.defaultEventSourceProperties.discardPointerEvents = 1; |
You can set whether the application reacts to touch input.
In application.cfg | InputDiscardTouch = value |
||||||
In onConfigure() |
configuration.defaultEventSourceProperties.discardTouchEvents = value; |
||||||
Values |
|
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application.cfg example |
# Ignore touch input. InputDiscardTouch = 1
|
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onConfigure() example |
// Ignore touch input. configuration.defaultEventSourceProperties.discardTouchEvents = 1; |
如果本地窗口系统不提供输入设备处理,您可以在 Linux 端口配置 Kanzi 听从的输入事件设备。 This way Kanzi can listen to events directly from the input event devices provided by the operating system.
For example, in Vivante fbdev and WSEGL ports you can configure the input event devices that Kanzi listens to. In X11 and Wayland ports the native windowing system handles input devices.
Kanzi by default listens to all input event devices named eventN, where N is an integer, in the /dev/input directory.
In application.cfg | InputEventDevice = path |
||
In onConfigure() |
configuration.defaultEventSourceProperties.inputEventDevice = path; |
||
Values |
|
||
application.cfg example | # Listens to events from one input event device. InputEventDevice = "/dev/input/event1" # Listens to events from two input event devices. InputEventDevice = "/dev/input/event0;/dev/input/event1" # Disables listening to events from input event devices. InputEventDevice = "none" |
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onConfigure() example |
// Listens to events from one input event device. configuration.defaultEventSourceProperties.inputEventDevice = "/dev/input/event1"; // Listens to events from two input event devices. configuration.defaultEventSourceProperties.inputEventDevice = "/dev/input/event0;/dev/input/event1"; // Disables listening to events from input event devices. configuration.defaultEventSourceProperties.inputEventDevice = "none"; |