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+
+/*!
+ \page qt-embedded-accel.html
+
+ \target add your graphics driver to Qt for Embedded Linux
+
+ \title Adding an Accelerated Graphics Driver to Qt for Embedded Linux
+ \ingroup qt-embedded-linux
+
+ In \l{Qt for Embedded Linux}, painting is a pure software implementation
+ normally performed in two steps. First, each window is rendered
+ onto a QWSWindowSurface using QPaintEngine. Second, the server
+ composes the surface images and copies the composition to the
+ screen (see \l{Qt for Embedded Linux Architecture} for details).
+ \l{Qt for Embedded Linux} uses QRasterPaintEngine (a raster-based implementation of
+ QPaintEngine) to implement painting operations, and uses QScreen
+ to implement window composition.
+
+ It is possible to add an accelerated graphics driver to take
+ advantage of available hardware resources. This is described in
+ detail in the \l {Accelerated Graphics Driver Example} which uses
+ the following approach:
+
+ \tableofcontents
+
+ \warning This feature is under development and is subject to
+ change.
+
+ \section1 Step 1: Create a Custom Screen
+
+ Create a custom screen by deriving from the QScreen class.
+
+ The \l {QScreen::}{connect()}, \l {QScreen::}{disconnect()}, \l
+ {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
+ functions are declared as pure virtual functions in QScreen and
+ must be implemented. These functions are used to configure the
+ hardware, or query its configuration. The \l
+ {QScreen::}{connect()} and \l {QScreen::}{disconnect()} are called
+ by both the server and client processes, while the \l
+ {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
+ functions are only called by the server process.
+
+ You might want to accelerate the final copying to the screen by
+ reimplementing the \l {QScreen::}{blit()} and \l
+ {QScreen::}{solidFill()} functions.
+
+ \section1 Step 2: Implement a Custom Raster Paint Engine
+
+ Implement the painting operations by subclassing the
+ QRasterPaintEngine class.
+
+ To accelerate a graphics primitive, simply reimplement the
+ corresponding function in your custom paint engine. If there is
+ functionality you do not want to reimplement (such as certain
+ pens, brushes, modes, etc.), you can just call the corresponding
+ base class implementation.
+
+ \section1 Step 3: Make the Paint Device Aware of Your Paint Engine
+
+ To activate your paint engine you must create a subclass of the
+ QCustomRasterPaintDevice class and reimplement its \l
+ {QCustomRasterPaintDevice::}{paintEngine()} function. Let this
+ function return a pointer to your paint engine. In addition, the
+ QCustomRasterPaintDevice::memory() function must be reimplemented
+ to return a pointer to the buffer where the painting should be
+ done.
+
+ \table
+ \header \o Acceleration Without a Memory Buffer
+ \row
+ \o
+
+ By default the QRasterPaintEngine draws into a memory buffer (this can
+ be local memory, shared memory or graphics memory mapped into
+ application memory).
+ In some cases you might want to avoid using a memory buffer directly,
+ e.g if you want to use an accelerated graphic controller to handle all
+ the buffer manipulation. This can be implemented by reimplementing
+ the QCustomRasterPaintDevice::memory() function to return 0 (meaning
+ no buffer available). Then, whenever a color or image buffer normally
+ would be written into paint engine buffer, the paint engine will call the
+ QRasterPaintEngine::drawColorSpans() and
+ QRasterPaintEngine::drawBufferSpan() functions instead.
+
+ Note that the default implementations of these functions only
+ calls qFatal() with an error message; reimplement the functions
+ and let them do the appropriate communication with the accelerated
+ graphics controller.
+
+ \endtable
+
+ \section1 Step 4: Make the Window Surface Aware of Your Paint Device
+
+ Derive from the QWSWindowSurface class and reimplement its \l
+ {QWSWindowSurface::}{paintDevice()} function. Make this function
+ return a pointer to your custom raster paint device.
+
+ \section1 Step 5: Enable Creation of an Instance of Your Window Surface
+
+ Finally, reimplement QScreen's \l {QScreen::}{createSurface()}
+ function and make this function able to create an instance of your
+ QWSWindowSurface subclass.
+*/