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| 2 | ** | 
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). | 
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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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