Strategies for managing power consumption
When we've moved from the development board to our own, custom hardware, we've started to look at the power consumption of our system as a whole. Obviously, the rendering process makes up a considerable part of our power budget.
When we've performed some rudimentary benchmarks on power consumption, it looks like the touchgfx application draws power even though we're not rendering any new stuff on the screen (which, by the way, is not using any touch controller HW or SW).
Moreover, when touchgfx is running, the power consumption seems constant - regardless of what's being updated on the screen. The only significant variable to power consumption seems to be the framerate.
(When blocking the touchgfx application from executing altogether, we save about 50mA on our STM32F769 MCU.)
Now, I know touchgfx is only supposed to update the parts of the framebuffer that have changed from frame to frame. But how is the touchgfx backend oriented for power efficiency?
Are there any useful rules of thumb in terms of power consumption?
