| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** Contact: Qt Software Information (qt-info@nokia.com)
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| 5 | **
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| 6 | ** This file is part of the documentation of the Qt Toolkit.
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| 7 | **
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$
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| 9 | ** Commercial Usage
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| 10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 11 | ** accordance with the Qt Commercial License Agreement provided with the
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| 12 | ** Software or, alternatively, in accordance with the terms contained in
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| 13 | ** a written agreement between you and Nokia.
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| 14 | **
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| 15 | ** GNU Lesser General Public License Usage
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| 16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 17 | ** General Public License version 2.1 as published by the Free Software
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| 18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 19 | ** packaging of this file. Please review the following information to
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| 20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 22 | **
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| 23 | ** In addition, as a special exception, Nokia gives you certain
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| 24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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| 25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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| 26 | ** package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you are unsure which license is appropriate for your use, please
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| 37 | ** contact the sales department at qt-sales@nokia.com.
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | /*!
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| 43 | \page qt-embedded-accel.html
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| 44 |
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| 45 | \target add your graphics driver to Qt for Embedded Linux
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| 46 |
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| 47 | \title Adding an Accelerated Graphics Driver to Qt for Embedded Linux
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| 48 | \ingroup qt-embedded-linux
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| 49 |
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| 50 | In \l{Qt for Embedded Linux}, painting is a pure software implementation
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| 51 | normally performed in two steps. First, each window is rendered
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| 52 | onto a QWSWindowSurface using QPaintEngine. Second, the server
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| 53 | composes the surface images and copies the composition to the
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| 54 | screen (see \l{Qt for Embedded Linux Architecture} for details).
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| 55 | \l{Qt for Embedded Linux} uses QRasterPaintEngine (a raster-based implementation of
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| 56 | QPaintEngine) to implement painting operations, and uses QScreen
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| 57 | to implement window composition.
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| 58 |
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| 59 | It is possible to add an accelerated graphics driver to take
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| 60 | advantage of available hardware resources. This is described in
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| 61 | detail in the \l {Accelerated Graphics Driver Example} which uses
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| 62 | the following approach:
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| 63 |
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| 64 | \tableofcontents
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| 65 |
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| 66 | \warning This feature is under development and is subject to
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| 67 | change.
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| 68 |
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| 69 | \section1 Step 1: Create a Custom Screen
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| 70 |
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| 71 | Create a custom screen by deriving from the QScreen class.
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| 72 |
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| 73 | The \l {QScreen::}{connect()}, \l {QScreen::}{disconnect()}, \l
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| 74 | {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
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| 75 | functions are declared as pure virtual functions in QScreen and
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| 76 | must be implemented. These functions are used to configure the
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| 77 | hardware, or query its configuration. The \l
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| 78 | {QScreen::}{connect()} and \l {QScreen::}{disconnect()} are called
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| 79 | by both the server and client processes, while the \l
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| 80 | {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
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| 81 | functions are only called by the server process.
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| 82 |
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| 83 | You might want to accelerate the final copying to the screen by
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| 84 | reimplementing the \l {QScreen::}{blit()} and \l
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| 85 | {QScreen::}{solidFill()} functions.
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| 86 |
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| 87 | \section1 Step 2: Implement a Custom Raster Paint Engine
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| 88 |
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| 89 | Implement the painting operations by subclassing the
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| 90 | QRasterPaintEngine class.
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| 91 |
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| 92 | To accelerate a graphics primitive, simply reimplement the
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| 93 | corresponding function in your custom paint engine. If there is
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| 94 | functionality you do not want to reimplement (such as certain
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| 95 | pens, brushes, modes, etc.), you can just call the corresponding
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| 96 | base class implementation.
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| 97 |
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| 98 | \section1 Step 3: Make the Paint Device Aware of Your Paint Engine
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| 99 |
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| 100 | To activate your paint engine you must create a subclass of the
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| 101 | QCustomRasterPaintDevice class and reimplement its \l
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| 102 | {QCustomRasterPaintDevice::}{paintEngine()} function. Let this
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| 103 | function return a pointer to your paint engine. In addition, the
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| 104 | QCustomRasterPaintDevice::memory() function must be reimplemented
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| 105 | to return a pointer to the buffer where the painting should be
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| 106 | done.
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| 107 |
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| 108 | \table
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| 109 | \header \o Acceleration Without a Memory Buffer
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| 110 | \row
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| 111 | \o
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| 112 |
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| 113 | By default the QRasterPaintEngine draws into a memory buffer (this can
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| 114 | be local memory, shared memory or graphics memory mapped into
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| 115 | application memory).
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| 116 | In some cases you might want to avoid using a memory buffer directly,
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| 117 | e.g if you want to use an accelerated graphic controller to handle all
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| 118 | the buffer manipulation. This can be implemented by reimplementing
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| 119 | the QCustomRasterPaintDevice::memory() function to return 0 (meaning
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| 120 | no buffer available). Then, whenever a color or image buffer normally
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| 121 | would be written into paint engine buffer, the paint engine will call the
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| 122 | QRasterPaintEngine::drawColorSpans() and
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| 123 | QRasterPaintEngine::drawBufferSpan() functions instead.
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| 124 |
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| 125 | Note that the default implementations of these functions only
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| 126 | calls qFatal() with an error message; reimplement the functions
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| 127 | and let them do the appropriate communication with the accelerated
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| 128 | graphics controller.
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| 129 |
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| 130 | \endtable
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| 131 |
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| 132 | \section1 Step 4: Make the Window Surface Aware of Your Paint Device
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| 133 |
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| 134 | Derive from the QWSWindowSurface class and reimplement its \l
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| 135 | {QWSWindowSurface::}{paintDevice()} function. Make this function
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| 136 | return a pointer to your custom raster paint device.
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| 137 |
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| 138 | \section1 Step 5: Enable Creation of an Instance of Your Window Surface
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| 139 |
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| 140 | Finally, reimplement QScreen's \l {QScreen::}{createSurface()}
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| 141 | function and make this function able to create an instance of your
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| 142 | QWSWindowSurface subclass.
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| 143 | */
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