Implement 4-quadrant dirty rectangle optimization and 30 FPS limiting for ST7796
Add intelligent partial screen update system using bitwise XOR change detection and 4-quadrant tracking (top-left, top-right, bottom-left, bottom-right). Each changed pixel is routed to its quadrant, with sophisticated merge logic that combines adjacent rectangles when beneficial (<40% overhead). This dramatically reduces SPI bandwidth for UIs with scattered updates (e.g., corners, sidebars). Key changes: - 4-quadrant dirty rectangle tracking with automatic merging - XOR-based change detection for fast byte-level comparison - Expose st7796_set_window() for partial region updates - 30 FPS frame rate limiter (33ms per frame) to prevent excessive refreshes - Smart sleep timing when frame rate limit is active Performance: Up to 99% reduction in SPI traffic for corner-based UIs (e.g., 4 small regions vs full 480x320 screen updates). Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
73
basic1.cpp
73
basic1.cpp
@@ -367,7 +367,14 @@ int main()
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delete display;
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return -1;
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}
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// Enable dirty rectangle optimization for ST7796 displays
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if (display->get_type() == DISPLAY_TYPE_ST7796) {
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LowLevelDisplayST7796* st7796_display = static_cast<LowLevelDisplayST7796*>(display);
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st7796_display->enable_dirty_rect(true);
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printf("Dirty rectangle optimization enabled (4 quadrants: TL/TR/BL/BR split)\n");
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}
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// Launch Core 1 for display refresh handling
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printf("Launching Core 1 for display refresh...\n");
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multicore_launch_core1(core1_entry);
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@@ -546,11 +553,16 @@ int main()
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printf("Dimming check timer set to %d seconds\n", DIM_CHECK_INTERVAL_MS / 1000);
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printf("\nEntering reactive game loop (Core 0 - input & logic)\n");
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printf("Display refreshes handled by Core 1\n\n");
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printf("Display refreshes handled by Core 1\n");
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printf("Frame rate limited to 30 FPS (33.3ms per frame)\n\n");
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Game* current_game = nullptr;
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uint32_t game_start_time = 0;
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// Frame rate limiting (30 FPS = 33.33ms per frame)
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const uint32_t TARGET_FRAME_TIME_MS = 33; // 1000ms / 30fps ≈ 33ms
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uint32_t last_frame_time = 0;
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while (1) {
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// Determine if we should sleep or stay awake for updates
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bool stay_awake = false;
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@@ -666,30 +678,45 @@ int main()
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}
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}
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// 4. Redraw and queue async refresh on Core 1
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// 4. Redraw and queue async refresh on Core 1 (with 30 FPS limiting)
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if (needs_refresh || pending_refresh) {
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// Only draw if Core 1 is finished with the buffer
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if (!is_refresh_in_progress()) {
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// Clear buffer and redraw entire UI with updated state
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memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
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if (launcher.is_game_selected()) {
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current_game = launcher.get_selected_game();
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current_game->draw();
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} else {
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launcher.draw();
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}
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// Request async refresh (non-blocking - handled by Core 1)
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bool refresh_started = refresh_screen_async(bit_buffer, display);
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if (refresh_started) {
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pending_refresh = false; // Refresh queued successfully
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// Check frame rate limiting
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uint32_t current_time = to_ms_since_boot(get_absolute_time());
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uint32_t time_since_last_frame = current_time - last_frame_time;
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// Only proceed if enough time has passed since last frame
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if (time_since_last_frame >= TARGET_FRAME_TIME_MS) {
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// Only draw if Core 1 is finished with the buffer
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if (!is_refresh_in_progress()) {
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// Clear buffer and redraw entire UI with updated state
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memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
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if (launcher.is_game_selected()) {
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current_game = launcher.get_selected_game();
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current_game->draw();
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} else {
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launcher.draw();
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}
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// Request async refresh (non-blocking - handled by Core 1)
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bool refresh_started = refresh_screen_async(bit_buffer, display);
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if (refresh_started) {
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pending_refresh = false; // Refresh queued successfully
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last_frame_time = current_time; // Update frame time
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} else {
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pending_refresh = true;
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}
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} else {
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pending_refresh = true;
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}
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} else {
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pending_refresh = true;
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// Frame rate limit: skip this frame, wait for next opportunity
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// Sleep for the remaining time to reach target frame time
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uint32_t remaining_time = TARGET_FRAME_TIME_MS - time_since_last_frame;
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if (remaining_time > 1) {
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sleep_ms(remaining_time - 1); // -1 to account for overhead
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}
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}
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}
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