STM32H750 Sharing use of hardware JPEG decoder and DMA2D between my app and TouchGFX
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‎2023-06-22 6:48 PM
Hi,
I'm using TouchGFX to develop an application, using mostly static screens. But I have a requirement to produce a runtime splash screen and idle screen from user-supplied images read from SD card or stored in flash. I can do this without too much problem, and have it working with either BMP or JPEG images from both sources.
But to use the hardware acceleration peripherals (JPEG and DMA2D) I have had to disable their use in the TouchGFX configuration.
- For the JPEG hardware, the TouchGFX-generated code contains the fixed-name callbacks such as HAL_JPEG_DataReadyCallback, HAL_JPEG_GetDataCallback etc. Obviously there are linker errors if we both implement these functions and I can't see a way to 'hook into' their generated functions. If I disable JPEG hardware in TouchGFX, does that only affect its performance when using video? And what is the performance hit over software support?
- For the DMA2D, the graphics application stops after I have used DMA2D (in a different configuration to that used by TouchGFX perhaps?). I've tried re-configuring the peripheral to the same as the MX_DMA2D_Init() function generated in main.c. This did not help. Is there a way to use this peripheral without impacting TouchGFX? If I disable TouchGFX from using it, what is the performance hit and what is the effect?
- Is it maybe possible to perform any JPEG conversion during boot time, before the peripherals are configured for TouchGFX, and thus 'share' the peripherals that way?
- Labels:
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DMA2D (ChromArt)
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JPEG
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STM32H7 Series
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TouchGFX
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‎2024-03-04 3:36 AM
Hi, did you find a solution?
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‎2024-03-04 2:13 PM
Short answer - no.
I think it only affects performance in TouchGFX with video decoding though. Nothing noticeable otherwise, and all graphics resources directly used by TouchGFX are pre-compiled into the necessary bitmaps anyway. So I use the JPEG decoder and set TouchGFX to use software support - which it never uses.
