VG-Lite General GPU(VG-Lite通用GPU)
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This is a generic VG-Lite rendering backend implementation that is designed to utilize VeriSilicon's generic API to operate GPU hardware as much as possible.
Even with different chip manufacturers, as long as they use the same version of VG-Lite API as the rendering backend, LVGL rendering acceleration can be supported without the need for LVGL adaptation work.
这是一个通用的 VG-Lite 渲染后端实现,旨在尽可能利用 VeriSilicon 的通用 API 来操作 GPU 硬件。
即使是不同的芯片制造商,只要它们使用与渲染后端相同版本的 VG-Lite API,就可以支持 LVGL 渲染加速,无需进行 LVGL 适配工作。
Configuration(配置)
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Set
LV_USE_DRAW_VG_LITE
to 1 inlv_conf.h
to enabled the VG-Lite rendering backend. Make sure that your hardware has been adapted to the VG-Lite API and that the absolute path tovg_lite.h
, which can be directly referenced by lvgl, has been exposed.Confirm the GPU initialization method, there are two ways:
The SDK calls the GPU initialization function on its own during system startup, and the GPU is available when LVGL starts; set
LV_VG_LITE_USE_GPU_INIT
to 0.LVGL actively calls the GPU initialization function, and the SDK needs to implement the public function gpu_init(). LVGL will call it to complete the GPU hardware initialization during startup; set
LV_VG_LITE_USE_GPU_INIT
to 1.
Set the
LV_VG_LITE_USE_ASSERT
configuration to enable GPU call parameter checking. Due to the complexity of the parameters used in GPU calls, incorrect parameters can result in abnormal GPU hardware operation, such as forgetting to add an end symbol to the path or not meeting the alignment requirements for buffer stride. To quickly resolve such issues, strict parameter checking has been added before each VG-Lite call, including buffer stride validation and matrix invertibility check. When an error parameter is detected, an assertion will occur to print out the error parameter, allowing the user to promptly make corrections and reduce the time wasted on hardware simulation. Please note that enabling this check will decrease runtime performance. It is recommended to enable it in Debug mode and disable it in the Release version.Set the
LV_VG_LITE_FLUSH_MAX_COUNT
configuration to specify the flush method. VG-Lite uses two sets of command buffer buffers to render instructions, and utilizing this mechanism well can greatly improve drawing efficiency. Currently, two buffering methods are supported:Set
LV_VG_LITE_FLUSH_MAX_COUNT
to zero (recommended). The rendering backend will obtain the GPU's working status every time it writes rendering instructions to the command buffer.
When the GPU is idle, it will immediately call
vg_lite_flush
to notify the GPU to start rendering and swap the command buffer. When the GPU is busy, it will continue to fill the command buffer cache with rendering instructions. The underlying driver will automatically determine if the command buffer has been filled. When it is about to be filled, it will forcibly wait for the unfinished drawing tasks to end and swap the command buffer. This method can effectively improve GPU utilization, especially in scenarios where rendering text, as the GPU's drawing time and the CPU's data preparation time are very close, allowing the CPU and GPU to run in parallel.Set
LV_VG_LITE_FLUSH_MAX_COUNT
to a value greater than zero, such as 8. After writing 8 rendering instructions to the command buffer, the rendering backend
will call
vg_lite_flush
to notify the GPU to start rendering and swap the command buffer.Set the
LV_VG_LITE_USE_BOX_SHADOW
configuration to use GPU rendering for shadows. In fact, GPU hardware does not actually support shadow rendering. However, through experimentation, it has been found that a similar shadow effect can be achieved by using multiple layers of borders with different levels of transparency. It is recommended to enable this configuration in scenarios where the shadow quality requirements are not high, as it can significantly improve rendering efficiency.Set the
LV_VG_LITE_GRAD_CACHE_CNT
configuration to specify the number of gradient cache entries. Gradient drawing includes linear gradients and radial gradients. Using a cache can effectively reduce the number of times the gradient image is created and improve drawing efficiency. Each individual gradient consumes around 4K of GPU memory pool. If there are many gradients used in the interface, you can try increasing the number of gradient cache entries. If the VG-Lite API returns theVG_LITE_OUT_OF_RESOURCES
error, you can try increasing the size of the GPU memory pool or reducing the number of gradient cache entries.Set the
LV_VG_LITE_STROKE_CACHE_CNT
configuration to specify the number of stroke path caches. When the stroke parameters do not change, the previously generated stroke parameters are automatically retrieved from the cache to improve rendering performance. The memory occupied by the stroke is strongly related to the path length. If the VG-Lite API returns theVG_LITE_OUT_OF_RESOURCES
error, you can try increasing the size of the GPU memory pool or reducing the number of stroke cache entries.
NOTE: VG-Lite r