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Assertion "0 &&& "L8_RGB565 Indexed Bitmap format is not supported!"

QuiQuipu
Associate II

I am developing a graphic application on the STM32U5G9J-DK2.
To save memory space I configured L8_RGB565 image format.
After compiling I notice a good saving of resources in flash, but the following crash occurs:

assertion "0 && "L8_RGB565 Indexed Bitmap format is not supported!"" failed: file "touchgfx_nema/source/LCDGPU2D.cpp", line 1011, function: void touchgfx::LCDGPU2D::blitCopyL8(const uint8_t*, const uint8_t*, const touchgfx::Rect&, const touchgfx::Rect&, uint8_t)

 

How to solve?

My environment is the following:

  • STM32CubeIDE 1.17.0
  • STM32CubeMX 6.13
  • STM32TouchGFX 4.23.0
  • STM32Cube_FW_U5_V1.7.0
1 ACCEPTED SOLUTION

Accepted Solutions
GaetanGodart
ST Employee

Hello @QuiQuipu ,

 

Since the STM32U5G9 uses the new NoeChrom, it is recommended to stay in 32bpp because NeoChrom do its calculation on 32bpp.
However, you can still use 24bpp for the framebuffer and display. In that case, you have to keep the assets in 32bpp, but the framebuffer size will be smaller. So you can save RAM but not flash.

We have made a TBS for the STM32H7S7 in 32bpp and 24bpp.
Because we have to keep the rendering and assets at 32bpp but only set the framebuffer at 24bpp, the setup is a bit different.
Therefore, if you want to set the framebuffer at 24bpp, I invite you to compare  the STM32H7S7 24bpp TBS with the 32bpp version.

Here is a discussion about the possibility of the STM32H7S7 24bpp TBS .

 

Regards,

Gaetan Godart
Software engineer at ST (TouchGFX)

View solution in original post

1 REPLY 1
GaetanGodart
ST Employee

Hello @QuiQuipu ,

 

Since the STM32U5G9 uses the new NoeChrom, it is recommended to stay in 32bpp because NeoChrom do its calculation on 32bpp.
However, you can still use 24bpp for the framebuffer and display. In that case, you have to keep the assets in 32bpp, but the framebuffer size will be smaller. So you can save RAM but not flash.

We have made a TBS for the STM32H7S7 in 32bpp and 24bpp.
Because we have to keep the rendering and assets at 32bpp but only set the framebuffer at 24bpp, the setup is a bit different.
Therefore, if you want to set the framebuffer at 24bpp, I invite you to compare  the STM32H7S7 24bpp TBS with the 32bpp version.

Here is a discussion about the possibility of the STM32H7S7 24bpp TBS .

 

Regards,

Gaetan Godart
Software engineer at ST (TouchGFX)