docs(demo): update the README of the benchmark demo
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# Benchmark demo
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# Benchmark demo
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## Overview
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## Overview
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The benchmark demo tests the performance in various cases.
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The benchmark demo tests the performance in various cases.
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@@ -12,109 +15,17 @@ On to top of the screen the title of the current test step, and the result of th
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## Run the benchmark
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## Run the benchmark
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- In `lv_conf.h` or equivalent places set `LV_USE_DEMO_BENCHMARK 1`
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- In `lv_conf.h` or equivalent places set `LV_USE_DEMO_BENCHMARK 1`
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- After `lv_init()` and initializing the drivers call `lv_demo_benchmark()`
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- After `lv_init()` and initializing the drivers and call `lv_demo_benchmark(mode)`
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- If you only want to run a specific scene for any purpose (e.g. debug, performance optimization etc.), you can call `lv_demo_benchmark_run_scene()` instead of `lv_demo_benchmark()`and pass the scene number.
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- If you only want to run a specific scene for any purpose (e.g. debug, performance optimization etc.), you can call `lv_demo_benchmark_run_scene(mode, scene_idx)` instead of `lv_demo_benchmark()`and pass the scene number.
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- If you enabled trace output by setting macro `LV_USE_LOG` to `1` and trace level `LV_LOG_LEVEL` to `LV_LOG_LEVEL_USER` or higher, benchmark results are printed out in `csv` format.
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- If you enabled trace output by setting macro `LV_USE_LOG` to `1` and trace level `LV_LOG_LEVEL` to `LV_LOG_LEVEL_USER` or higher, benchmark results are printed out in `csv` format.
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- If you want to know when the testing is finished, you can register a callback function via `lv_demo_benchmark_register_finished_handler()` before calling `lv_demo_benchmark()` or `lv_demo_benchmark_run_scene()`.
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- If you want to know the maximum rendering performance of the system, call `lv_demo_benchmark_set_max_speed(true)` before `lv_demo_benchmark()`.
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## Interpret the result
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The FPS is measured like this:
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- load the next step
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- in the display driver's `monitor_cb` accumulate the time-to-render and the number of cycles
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- measure for 1 second
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- calculate `FPS = time_sum / render_cnt`
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Note that it can result in very high FPS results for simple cases.
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E.g. if some simple rectangles are drawn in 5 ms, the benchmark will tell it's 200 FPS.
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So it ignores `LV_DISP_REFR_PERIOD` which tells LVGL how often it should refresh the screen.
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In other words, the benchmark shows the FPS from the pure rendering time.
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By default, only the changed areas are refreshed. It means if only a few pixels are changed in 1 ms the benchmark will show 1000 FPS. To measure the performance with full screen refresh uncomment `lv_obj_invalidate(lv_scr_act())` in `monitor_cb()` in `lv_demo_benchmark.c`.
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If you are doing performance analysis for 2D image processing optimization, LCD latency (flushing data to LCD) introduced by `disp_flush()` might dilute the performance results of the LVGL drawing process, hence make it harder to see your optimization results (gain or loss). To avoid such problem, please:
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1. Use a flag to control the LCD flushing inside `disp_flush()`. For example:
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```c
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volatile bool disp_flush_enabled = true;
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/* Enable updating the screen (the flushing process) when disp_flush() is called by LVGL
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*/
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void disp_enable_update(void)
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{
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disp_flush_enabled = true;
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}
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/* Disable updating the screen (the flushing process) when disp_flush() is called by LVGL
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*/
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void disp_disable_update(void)
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{
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disp_flush_enabled = false;
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}
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
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{
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if(disp_flush_enabled) {
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GLCD_DrawBitmap(area->x1, //!< x
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area->y1, //!< y
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area->x2 - area->x1 + 1, //!< width
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area->y2 - area->y1 + 1, //!< height
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(const uint8_t *)color_p);
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}
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/*IMPORTANT!!!
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*Inform the graphics library that you are ready with the flushing*/
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lv_disp_flush_ready(disp_drv);
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}
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```
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2. Disable flushing before calling `lv_demo_benchmark()` or `lv_demo_benchmark_run_scene()`, for example:
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```c
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extern void disp_enable_update(void);
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extern void disp_disable_update(void);
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static void on_benchmark_finished(void)
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{
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disp_enable_update();
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}
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int main(void)
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{
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lv_init();
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lv_port_disp_init();
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lv_port_indev_init();
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LV_LOG("Running LVGL Benchmark...");
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LV_LOG("Please stand by...");
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LV_LOG("NOTE: You will NOT see anything until the end.");
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disp_disable_update();
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lv_demo_benchmark_set_finished_cb(&on_benchmark_finished);
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lv_demo_benchmark_set_max_speed(true);
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lv_demo_benchmark();
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//lv_demo_benchmark_run_scene(43); // run scene no 31
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...
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while(1){
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lv_timer_handler(); //! run lv task at the max speed
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}
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}
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```
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## Modes
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The `mode` should be passed to `lv_demo_benchmark(mode)` or `lv_demo_benchmark_run_scene(mode, scene_idx)`.
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3. Alternatively, you can use trace output to get the benchmark results in csv format by:
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- `LV_DEMO_BENCHMARK_MODE_RENDER_AND_DRIVER` Render the scenes and show them on the display. Measure rendering time but it might contain extra time when LVGL waits for the driver. Run each scenes for a few seconds so the performance can be seen by eye too. As only the rendering time is measured and converted to FPS, really high values (e.g. 1000 FPS) are possible.
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- Setting macro `LV_USE_LOG` to `1`
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- `LV_DEMO_BENCHMARK_MODE_REAL` Similar to `RENDER_AND_DRIVER` but instead of measuring the rendering time only measure the real FPS of the system. E.g. even if a scene was rendered in 1 ms, but the screen is redrawn only in every 100 ms, the result will be 10 FPS.
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- Setting trace level `LV_LOG_LEVEL` to `LV_LOG_LEVEL_USER` or higher.
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- `LV_DEMO_BENCHMARK_MODE_RENDER_ONLY` Temporarily display the `flush_cb` so the pure rendering time will be measured. The display is not updated during the benchmark, only at the end when the summary table is shown. Renders a given number of frames from each scene and calculate the FPS from them.
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## Result summary
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## Result summary
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@@ -131,4 +42,4 @@ In the first section of the table, "Slow but common cases", those cases are disp
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Below this in the "All cases section" all the results are shown. The < 10 FPS results are shown with red, the >= 10 but < 20 FPS values are displayed with orange.
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Below this in the "All cases section" all the results are shown. The < 10 FPS results are shown with red, the >= 10 but < 20 FPS values are displayed with orange.
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