docs(demo): update the README of the benchmark demo

This commit is contained in:
Gabor Kiss-Vamosi
2022-09-13 13:21:53 +02:00
committed by GitHub
parent 985f890b48
commit 72c383fada

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@@ -1,5 +1,8 @@
# Benchmark demo
![LVGL benchmark running](screenshot1.png)
## Overview
The benchmark demo tests the performance in various cases.
@@ -12,109 +15,17 @@ On to top of the screen the title of the current test step, and the result of th
## Run the benchmark
- In `lv_conf.h` or equivalent places set `LV_USE_DEMO_BENCHMARK 1`
- After `lv_init()` and initializing the drivers call `lv_demo_benchmark()`
- 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.
- After `lv_init()` and initializing the drivers and call `lv_demo_benchmark(mode)`
- 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.
- 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.
- 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()`.
- If you want to know the maximum rendering performance of the system, call `lv_demo_benchmark_set_max_speed(true)` before `lv_demo_benchmark()`.
## Interpret the result
The FPS is measured like this:
- load the next step
- in the display driver's `monitor_cb` accumulate the time-to-render and the number of cycles
- measure for 1 second
- calculate `FPS = time_sum / render_cnt`
Note that it can result in very high FPS results for simple cases.
E.g. if some simple rectangles are drawn in 5 ms, the benchmark will tell it's 200 FPS.
So it ignores `LV_DISP_REFR_PERIOD` which tells LVGL how often it should refresh the screen.
In other words, the benchmark shows the FPS from the pure rendering time.
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`.
![LVGL benchmark running](screenshot1.png)
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:
1. Use a flag to control the LCD flushing inside `disp_flush()`. For example:
```c
volatile bool disp_flush_enabled = true;
/* Enable updating the screen (the flushing process) when disp_flush() is called by LVGL
*/
void disp_enable_update(void)
{
disp_flush_enabled = true;
}
/* Disable updating the screen (the flushing process) when disp_flush() is called by LVGL
*/
void disp_disable_update(void)
{
disp_flush_enabled = false;
}
static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
{
if(disp_flush_enabled) {
GLCD_DrawBitmap(area->x1, //!< x
area->y1, //!< y
area->x2 - area->x1 + 1, //!< width
area->y2 - area->y1 + 1, //!< height
(const uint8_t *)color_p);
}
/*IMPORTANT!!!
*Inform the graphics library that you are ready with the flushing*/
lv_disp_flush_ready(disp_drv);
}
```
2. Disable flushing before calling `lv_demo_benchmark()` or `lv_demo_benchmark_run_scene()`, for example:
```c
extern void disp_enable_update(void);
extern void disp_disable_update(void);
static void on_benchmark_finished(void)
{
disp_enable_update();
}
int main(void)
{
lv_init();
lv_port_disp_init();
lv_port_indev_init();
LV_LOG("Running LVGL Benchmark...");
LV_LOG("Please stand by...");
LV_LOG("NOTE: You will NOT see anything until the end.");
disp_disable_update();
lv_demo_benchmark_set_finished_cb(&on_benchmark_finished);
lv_demo_benchmark_set_max_speed(true);
lv_demo_benchmark();
//lv_demo_benchmark_run_scene(43); // run scene no 31
...
while(1){
lv_timer_handler(); //! run lv task at the max speed
}
}
```
## Modes
The `mode` should be passed to `lv_demo_benchmark(mode)` or `lv_demo_benchmark_run_scene(mode, scene_idx)`.
3. Alternatively, you can use trace output to get the benchmark results in csv format by:
- Setting macro `LV_USE_LOG` to `1`
- Setting trace level `LV_LOG_LEVEL` to `LV_LOG_LEVEL_USER` or higher.
- `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.
- `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.
- `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.
## Result summary
@@ -131,4 +42,4 @@ In the first section of the table, "Slow but common cases", those cases are disp
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.
![LVGL benchmark result summary](https://github.com/lvgl/lvgl/tree/master/demos/benchmark/screenshot2.png?raw=true)
![LVGL benchmark result summary](screenshot2.png)