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NEWS! STM32H7R7/S7 Product line for graphics

Dear all,

We are very happy to announce that the new STM32H7R7/S7 graphics line is launched, offering even higher performance and memory flexibility. 

The main graphics benefits are:

1: Rich graphics features: NeoChrom GPU, LTDC, JPEG Codec, Chrom-ART

2: 2x Quad or octoSPI, 1x 8/16bit Serial RAM interface at 200MHz DTR, 1x 32bit FMC for SDRAM.

3: 64Kbytes of userflash, large enough to fit your boot code, and small enough to make an impact on the price, making it the cheapest STM32H7 to date. still with 60Kbytes of SRAM. 

4: MCE: on-the-fly encrypt and encrypt of your code and data. 

5: Run multiple applications with one MCU. 

6: Future proof your design by not running out of memory. 

SorenMyllerupMIKKELSEN_0-1711118707387.gif

 

STM32 software and hardware tools available:

 

For more information:

18 REPLIES 18

It does run under wine.  I use it with bottles and it does have 100% functionality under Linux a bit a little slow.  It appears that TouchGFX was started with 100% Microsoft Kool Aid built in.  They even went with the MS Model View Presenter paradigm when the rest of the known world uses a more friendly Model View Controller design.  Because of this, I wouldn't hold my breath waiting for a Linux version.

ACapo.1
Senior

One other thing I did not realise is the Vector Graphics stuff is missing from the STM32H7R7/S7

One interesting thing though is the SVG rendering seems to be using some hardware help, or is maybe just much more efficient.

Taking a SVG for a 150x150 square and seeing how many it could rotate without dipping under 30fps:

 

touchgfx::SVGImage (simple filled square shape)
  Neochrom, 11 objects at 30fps, MPU usage = 24%
  MPUOnly, 11 objects at 30fps, MPU usage = 32%
  DmaAccel, 11 objects at 30fps, MPU usage = 26%

 

Now useing a touchgfx::Shape 150x150 square:

touchgfx::Shape<4> &     touchgfx::PainterRGB565 (simple white square)
  Neochrom, 11 objects at 30fps, MPU usage = 96%
  MPUOnly, 11 objects at 30fps, MPU usage = 98%
  DmaAccel, 11 objects at 30fps, MPU usage = 92%

Very weird.

 

For rotating bitmaps though the Neocrom gives a good performance increase:

touchgfx::TextureMapper (TouchGFX Gradient Embossed)
  Neochrom, 13 objects at 30fps, MPU usage = 18%
  MPUOnly, 13 objects at 12fps, MPU usage = 94%. for 30fps: 4 objects at 30fps, MPU usage = 78%
  DmaAccel, 13 objects at 12fps, MPU usage = 91%. for 30fps: 4 objects at 30fps, MPU usage = 75%

 

So in general it looks like the best bet is to pre render everything into bitmaps and use `touchgfx::TextureMapper`.

You will be out of luck, no need to order any such board.
ST doesn't have any documented or supported GPU2D solutions, yet.

JMYGI
ST Employee

Dear Community
We are preparing to share basic documentation, code examples and required NemaGFX libs through NeoChromSDK. The NeoChromSDK comes in versions dedicated to one STM32 series (STM32U5x9, STM32H7R/S) supporting code examples to dedicated STM32 discovery kits.

Main target user of NeoChromSDK is GUI expert wanting to utilize NeoChrom(VG) GPU features, not using TouchGFX or other GUI tools already prepared to utilize the features of NeoChrom GPU.

We are working on a solution to share it through ST.com on a demand approach as it requires expert-level, and support on NeoChrom GPU is not mass market available. The documentation is limited to what is available from the IP vendor Think Silicon. Please note, I recommend using TouchGFX or other tools using NeoChrom GPU if you need dedicated support for NeoChrom features, this is available through the GUI tool vendor, so ST for TouchGFX.

As a temporary solution, you can already contact me on Jorgen.mygind@st.com to request access to NeoChromSDK.


Regards
Jørgen Mygind
STM32 Graphics Business Manager

Beyond frustrating that I have to use linked files in STM32CudeIDE when coupled to TouchGFX.

Is anyone else as frustrated as I am?  Does anyone have a work around or suggestion?

Generate a project for the STM32CubeIDE.  Generate the project at the root:

GenerateUnderRoot.png

And then when trying to generate the TouchGFX section you get this ***:
TouchGFXGenerate.png

Same behavior for dual core MCUs.  A year or more has passed and this simple error seems to have no fix in sight.

Great MCU.  Powerful and feature rich.  Would love to work with it, but this is just making me want to practice discus throwing.

Hello @Richard Lowe ,

As mentioned in our documentation, the "Generate under root" checkbox needs to be unchecked when you generate project for STM32CubeIDE. 


For optimal project structure, navigate to Project Manager and select the following options for project generation:

  • Application structure: Advanced
  • Disable Generate under root (STM32CubeIDE only)

I'll try to ask internally if we could do something about project needing code generated under root. I'll get back to you as soon as I have more details.

Osman SOYKURT
ST Software Developer | TouchGFX

Hello @ACapo.1 

This sub-demo with ice-cream selection is purely VG. https://www.youtube.com/watch?v=Ho_lXv0RQqo&t=21s

As you can see, even without the VG extension to the NeoChrom GPU.

The Neo-Chrom GPU has some drawing capabilities, and DMAs which accelerates partly the SVGs. 

So 600MHz you can still do a lot of SVG GUIs. 

Best regards

Soren 

"Optimal project structure".  Funny.

If you generate a project that uses only linked files it makes it not only difficult to manage but is just an amazing adventure in debugging.  Since your .h files are not listed, when there is an error in one, it reports the error but doesn't give any other information to it.  You get the adventure of sifting through all your .h files in another editor to find the error. 

I'm I in a minority group of people that prefer to have all the project files listed in the directory tree?  Is working with linked files the preferred method in CubeIDE?

Hello @Richard Lowe,

I'll invite you to look at this solution if you need to access the header files in STM32CubeIDE.

Osman SOYKURT
ST Software Developer | TouchGFX