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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 */ |