Bitmap caching and partial framebuffer
- April 29, 2023
- 2 replies
- 1575 views
On a STM32F722xx board with no SDRAM, all I have are the 256KB or internal RAM and 512KB FLASH. I implemented PartialFramebuffer and got it working. To reduce the size of the FLASH image, I wanted to implement loading the bitmaps from the SD card.
I followed the videos https://www.youtube.com/watch?v=-0kFwp0ao6k https://www.youtube.com/watch?v=rWT-BeRwybQ&t=390s and https://www.youtube.com/watch?v=rWT-BeRwybQ as well as the articles at https://support.touchgfx.com/docs/development/ui-development/touchgfx-engine-features/caching-bitmaps and https://support.touchgfx.com/4.21/docs/development/scenarios/using-non-memory-mapped-flash to cache my bitmaps and load them from the SD card.
I set the cache size to 128KB, which is larger than the most memory-consuming screen's images. The program loads the images (as far as I can tell), but then fails when trying to draw the bitmaps. See the attached image for the call stack.
Any ideas what is causing this?
Is there an example out there with both PartialFramebuffer and bitmap caching?