The current solution looks like this:
//paintlabel.h
class PaintLabel : public QWidget
{
Q_OBJECT
public:
explicit PaintLabel(QWidget *parent = 0);
public slots:
void setImage(char *img_ptr, QSize img_size, int pitch);
protected:
void paintEvent(QPaintEvent *event) override;
private:
QImage image;
}
//paintlabel.cpp
PaintLabel::PaintLabel(QWidget *parent) : QWidget(parent)
{
setAttribute(Qt::WA_NoSystemBackground, true);
}
void PaintLabel::setImageLive(char *img_ptr, QSize img_size, int pitch)
{
image = QImage((uchar *)img_ptr, img_size.width(), img_size.height(), pitch, QImage::Format_RGB32).scaled(this->size());
update();
}
void PaintLabel::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
QPainter painter;
painter.begin(this);
if (!image.isNull()) {
const QPoint p = QPoint(0,0);
painter.drawImage(p, image);
}
painter.end();
}
I expect 20-40 frames per second. The problem is, that the performance scales really bad with size. With the size around fullHD the painting takes 1-2 ms. But if I resize it to 4k, it gets awfully laggy (16 ms painting). Is there any way to implement the same functionality but with less resource consumption?
Theoretically, if I change the parent class to QOpenGLWidget, the QPainter runs with hardware acceleration. But doing it, it runs even slower.