aod: avoid spinning DisplayApp under high LVGL load

This commit is contained in:
mark9064 2024-04-23 00:16:19 +01:00 committed by JF
parent 3e8accde69
commit a407902b06

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@ -242,14 +242,16 @@ void DisplayApp::Refresh() {
// If not true, then wait that amount of time // If not true, then wait that amount of time
queueTimeout = CalculateSleepTime(); queueTimeout = CalculateSleepTime();
if (queueTimeout == 0) { if (queueTimeout == 0) {
// Keep running the task handler if it still has things to draw // Only advance the tick count when LVGL is done
while (!lv_task_handler()) { // Otherwise keep running the task handler while it still has things to draw
// Note: under high graphics load, LVGL will always have more work to do
if (lv_task_handler() > 0) {
// Drop frames that we've missed if drawing/event handling took way longer than expected
while (queueTimeout == 0) {
alwaysOnTickCount += 1;
queueTimeout = CalculateSleepTime();
}
}; };
// Drop frames that we've missed if the loop took way longer than expected to execute
while (queueTimeout == 0) {
alwaysOnTickCount += 1;
queueTimeout = CalculateSleepTime();
}
} }
} else { } else {
queueTimeout = portMAX_DELAY; queueTimeout = portMAX_DELAY;