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+ \section1 Hardware Acceleration
+
+ When designing applications for embedded devices there is often a
+ compromise between graphics effects and performance. On most
+ devices, you cannot have both simply because the hardware needed
+ for such operations just is not there. With a growing number of
+ devices that use hardware dedicated to graphics operations there is
+ less need to compromise.
+
+ In addition to enabling dynamic graphics effects, there are two
+ other benefits to using graphics acceleration. One is that graphics
+ acceleration hardware is more power efficient than using the CPU.
+ The reason for this is that the CPU might require a clock speed
+ that is up to 20 times higher than the GPU, achieving the same
+ results. E.g. a typical hardware accelerated mobile graphics unit
+ can rasterize one or two bilinear texture fetches in one cycle,
+ while a software implementation takes easily more than 20 cycles.
+ Typical \e {System-on-a-chip} (SoC) graphics hardware generally have
+ a much lower clock speed and memory bandwidth, and different level
+ of acceleration than desktop GPUs. One example is that many GPUs
+ leave out transformation and lighting from the graphics pipeline
+ and only implements rasterization.
+
+ Another reason to use a GPU is to offload the main CPU, either for
+ power saving or to perform other operations in parallel. Often
+ drawing speed with a GPU is not that much faster than a CPU but
+ the clear benefit of using the GPU is to free up the CPU to perform
+ other tasks which can be used to create a more responsive use
+ experience.
+
+ The key to writing good applications for devices is therefore to
+ limit the wow factor down to what the target hardware can handle,
+ and to take advantage of any graphics dedicated hardware. Qt
+ provides several ways to both render advanced effects on the screen
+ and speed up your application using hardware accelerated graphics.
+
+ \tableofcontents
+
+ \section2 Qt for Embedded Graphics pipeline
+
+ Qt uses QPainter for all graphics operations. By using the same API
+ regardless of platform, the code can be reused on different devices.
+ QPainter use different paint engines implemented in the QPaintEngine API to
+ do the actual painting.
+
+ The QPaintEngine API provides paint engines for each window system and
+ painting framework supported by Qt. In regards to Qt for Embedded, this
+ also includes implementations for OpenGL ES versions 1.1 and 2.0, as well
+ as OpenVG and DirectFB(Embedded Linux only).
+
+ By using one of these paint engines, you will be able to improve the
+ graphics performance of your Qt application. However, if the graphics
+ operations used are not supported, this might as well be a trap, slowing
+ down your application significantly. This all depends on what kind of
+ graphics operations that are supported by the target devices hardware
+ configuration.
+
+ \image platformHWAcc.png
+
+ The paint engine will direct all graphics operations supported by the
+ devices hardware to the GPU, and from there they are sent to the
+ framebuffer. Unsupported graphics operations falls back to the
+ QRasterPaintEngine and are handled by the CPU before sent to the
+ framebuffer. In the end, the operating system sends the paint updates off
+ to the screen/display. The fallback operation is quite expensive in regards
+ to memory consumption, and should be avoided.
+
+ \section2 Hardware configuration requirements
+
+ Before implementing any application using hardware acceleration, it is wise
+ to get an overview of what kind of hardware accelerated graphics operations
+ that are available for the target device.
+
+ \note On devices with no hardware acceleration, Qt will use
+ QRasterPaintEngine, which handles the acceleration using software. On
+ devices supporting OpenGL ES, OpenVG or DirectFB(not supported by Windows
+ CE), Qt will use the
+ respective paint engines to accelerate painting. However, hardware
+ configurations that only support a limited set of hardware acceleration
+ features, might slow the application graphics down rather than speeding it
+ up when using unsupported operations that must fall back to the raster
+ engine.
+
+ \section3 Different architectures
+
+ Based on the architecture used in a device we can make a recommendation on
+ which hardware acceleration techniques to use. There are mainly two
+ different architectures on embedded devices. These are devices with a
+ Unified Memory Architecture (UMA), and devices with dedicated graphics
+ memory. Generally, high-end devices will have dedicated graphics memory.
+ Low-end devices will just use system memory, sometimes reserving a memory
+ region and sometimes not.
+
+ In addition to this, we can categorize the devices into five types based on
+ the different graphics operations supported by their hardware.
+
+ \list 1
+ \o No support for graphics acceleration.
+ \o Support for blitter and alpha blending.
+ \o Support for path based 2D vector graphics.
+ \o Support for fixed function 3D graphics.
+ \o Support for programmable 3D graphics.
+ \endlist
+
+ Based on these characteristics the table below recommends which paint
+ engines to use with the different types of hardware configurations.
+
+ \section3 Recommended use of hardware acceleration based on hardware
+
+ \table
+ \header
+ \o Type
+ \o UMA
+ \o Non-UMA
+ \row
+ \o \bold {None}
+ \o Qt Raster Engine
+ \o Qt Raster Engine
+ \row
+ \o \bold {Blitter}
+ \o DirectFB
+ \o DirectFB
+ \row
+ \o \bold {2D Vector}
+ \o OpenVG
+ \o OpenVG
+ \row
+ \o \bold {Fixed 3D}
+ \o OpenGL (ES) 1.x
+ \o OpenGL (ES) 1.x
+ \row
+ \o \bold {Programmable 3D}
+ \o OpenGL (ES) 2.x
+ \o OpenGL (ES) 2.x
+ \endtable
+
+ \note Since the DirectFB API is quite primitive, the raster paint engine
+ handles most of the operations.
+
+ \note Blitter and Alpha blending is currently not supported on Windows CE.