107 lines
2.9 KiB
Plaintext
107 lines
2.9 KiB
Plaintext
# Copyright (c) 2018-2019 Jan Van Winkel <jan.van_winkel@dxplore.eu>
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# Copyright (c) 2020 Teslabs Engineering S.L.
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# SPDX-License-Identifier: Apache-2.0
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menu "Memory manager settings"
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config LV_Z_BITS_PER_PIXEL
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int "Bits per pixel"
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default 32
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range 1 32
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depends on LV_Z_BUFFER_ALLOC_STATIC
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help
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Number of bits per pixel.
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choice LV_Z_MEMORY_POOL
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prompt "Memory pool"
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default LV_Z_MEM_POOL_SYS_HEAP
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help
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Memory pool to use for lvgl allocated objects
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config LV_Z_MEM_POOL_HEAP_LIB_C
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bool "C library Heap"
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depends on !MINIMAL_LIBC || (MINIMAL_LIBC_MALLOC_ARENA_SIZE != 0)
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help
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Use C library malloc and free to allocate objects on the C library heap
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config LV_Z_MEM_POOL_SYS_HEAP
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bool "User space lvgl pool"
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select SYS_HEAP_INFO
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help
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Use a dedicated memory pool from a private sys heap.
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endchoice
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config LV_Z_MEM_POOL_SIZE
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int "Memory pool size"
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default 2048
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depends on LV_Z_MEM_POOL_SYS_HEAP
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help
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Size of the memory pool in bytes
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config LV_Z_VDB_SIZE
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int "Rendering buffer size"
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default 100 if LV_Z_FULL_REFRESH
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default 10
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range 1 100
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help
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Size of the buffer used for rendering screen content as a percentage
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of total display size.
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config LV_Z_DOUBLE_VDB
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bool "Use two rendering buffers"
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help
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Use two buffers to render and flush data in parallel
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config LV_Z_FULL_REFRESH
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bool "Force full refresh mode"
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help
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Force full refresh of display on update. When combined with
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LV_Z_VDB_SIZE, this setting can improve performance for display
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controllers that require a framebuffer to be present in system memory,
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since the controller can render the LVGL framebuffer directly
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config LV_Z_VDB_ALIGN
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int "Rending buffer alignment"
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default 4
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depends on LV_Z_BUFFER_ALLOC_STATIC
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help
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Rendering buffer alignment. Depending on chosen color depth,
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buffer may be accessed as a uint8_t *, uint16_t *, or uint32_t *,
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so buffer must be aligned to prevent unaligned memory access
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config LV_Z_VBD_CUSTOM_SECTION
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bool "Link rendering buffers to custom section"
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depends on LV_Z_BUFFER_ALLOC_STATIC
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help
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Place LVGL rendering buffers in custom section, with tag ".lvgl_buf".
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This can be used by custom linker scripts to relocate the LVGL
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rendering buffers to a custom location, such as tightly coupled or
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external memory.
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choice LV_Z_RENDERING_BUFFER_ALLOCATION
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prompt "Rendering Buffer Allocation"
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default LV_Z_BUFFER_ALLOC_STATIC
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help
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Type of allocation that should be used for allocating rendering buffers
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config LV_Z_BUFFER_ALLOC_STATIC
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bool "Static"
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help
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Rendering buffers are statically allocated based on the following
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configuration parameters:
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* Horizontal screen resolution
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* Vertical screen resolution
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* Rendering buffer size
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* Bytes per pixel
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config LV_Z_BUFFER_ALLOC_DYNAMIC
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bool "Dynamic"
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help
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Rendering buffers are dynamically allocated based on the actual
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display parameters
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endchoice
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endmenu
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