1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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6 | **
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7 | ** This file is part of the documentation of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:FDL$
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10 | ** Commercial Usage
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13 | ** Software or, alternatively, in accordance with the terms contained in a
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14 | ** written agreement between you and Nokia.
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15 | **
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16 | ** GNU Free Documentation License
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17 | ** Alternatively, this file may be used under the terms of the GNU Free
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18 | ** Documentation License version 1.3 as published by the Free Software
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20 | ** file.
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22 | ** If you have questions regarding the use of this file, please contact
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23 | ** Nokia at [email protected].
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24 | ** $QT_END_LICENSE$
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25 | **
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26 | ****************************************************************************/
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27 |
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28 | /*!
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29 | \page qt-embedded-accel.html
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30 |
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31 | \target add your graphics driver to Qt for Embedded Linux
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32 |
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33 | \title Adding an Accelerated Graphics Driver to Qt for Embedded Linux
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34 | \ingroup qt-embedded-linux
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35 |
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36 | In \l{Qt for Embedded Linux}, painting is a pure software implementation
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37 | normally performed in two steps. First, each window is rendered
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38 | onto a QWSWindowSurface using QPaintEngine. Second, the server
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39 | composes the surface images and copies the composition to the
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40 | screen (see \l{Qt for Embedded Linux Architecture} for details).
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41 | \l{Qt for Embedded Linux} uses QRasterPaintEngine (a raster-based implementation of
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42 | QPaintEngine) to implement painting operations, and uses QScreen
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43 | to implement window composition.
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44 |
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45 | It is possible to add an accelerated graphics driver to take
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46 | advantage of available hardware resources. This is described in
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47 | detail in the \l {Accelerated Graphics Driver Example} which uses
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48 | the following approach:
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49 |
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50 | \tableofcontents
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51 |
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52 | \warning This feature is under development and is subject to
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53 | change.
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54 |
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55 | \section1 Step 1: Create a Custom Screen
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56 |
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57 | Create a custom screen by deriving from the QScreen class.
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58 |
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59 | The \l {QScreen::}{connect()}, \l {QScreen::}{disconnect()}, \l
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60 | {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
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61 | functions are declared as pure virtual functions in QScreen and
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62 | must be implemented. These functions are used to configure the
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63 | hardware, or query its configuration. The \l
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64 | {QScreen::}{connect()} and \l {QScreen::}{disconnect()} are called
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65 | by both the server and client processes, while the \l
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66 | {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
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67 | functions are only called by the server process.
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68 |
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69 | You might want to accelerate the final copying to the screen by
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70 | reimplementing the \l {QScreen::}{blit()} and \l
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71 | {QScreen::}{solidFill()} functions.
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72 |
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73 | \section1 Step 2: Implement a Custom Raster Paint Engine
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74 |
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75 | Implement the painting operations by subclassing the
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76 | QRasterPaintEngine class.
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77 |
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78 | To accelerate a graphics primitive, simply reimplement the
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79 | corresponding function in your custom paint engine. If there is
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80 | functionality you do not want to reimplement (such as certain
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81 | pens, brushes, modes, etc.), you can just call the corresponding
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82 | base class implementation.
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83 |
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84 | \section1 Step 3: Make the Paint Device Aware of Your Paint Engine
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85 |
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86 | To activate your paint engine you must create a subclass of the
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87 | QCustomRasterPaintDevice class and reimplement its \l
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88 | {QCustomRasterPaintDevice::}{paintEngine()} function. Let this
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89 | function return a pointer to your paint engine. In addition, the
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90 | QCustomRasterPaintDevice::memory() function must be reimplemented
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91 | to return a pointer to the buffer where the painting should be
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92 | done.
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93 |
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94 | \table
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95 | \header \o Acceleration Without a Memory Buffer
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96 | \row
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97 | \o
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98 |
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99 | By default the QRasterPaintEngine draws into a memory buffer (this can
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100 | be local memory, shared memory or graphics memory mapped into
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101 | application memory).
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102 | In some cases you might want to avoid using a memory buffer directly,
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103 | e.g if you want to use an accelerated graphic controller to handle all
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104 | the buffer manipulation. This can be implemented by reimplementing
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105 | the QCustomRasterPaintDevice::memory() function to return 0 (meaning
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106 | no buffer available). Then, whenever a color or image buffer normally
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107 | would be written into paint engine buffer, the paint engine will call the
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108 | QRasterPaintEngine::drawColorSpans() and
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109 | QRasterPaintEngine::drawBufferSpan() functions instead.
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110 |
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111 | Note that the default implementations of these functions only
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112 | calls qFatal() with an error message; reimplement the functions
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113 | and let them do the appropriate communication with the accelerated
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114 | graphics controller.
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115 |
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116 | \endtable
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117 |
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118 | \section1 Step 4: Make the Window Surface Aware of Your Paint Device
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119 |
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120 | Derive from the QWSWindowSurface class and reimplement its \l
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121 | {QWSWindowSurface::}{paintDevice()} function. Make this function
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122 | return a pointer to your custom raster paint device.
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123 |
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124 | \section1 Step 5: Enable Creation of an Instance of Your Window Surface
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125 |
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126 | Finally, reimplement QScreen's \l {QScreen::}{createSurface()}
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127 | function and make this function able to create an instance of your
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128 | QWSWindowSurface subclass.
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129 | */
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