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What are the minimum requirements of a target platform to create a Platform Package and to run an Embedded Wizard UI application?

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These are the minimum requirements to support a target platform by Embedded Wizard:

  • 32 bit CPU with more than 100 MIPS(*)
  • access to linear pixel based frame buffer
  • possibility to allocate and free memory
  • access to a timer tick
  • interface for debugging outputs, e.g. printf()
  • optional: graphics acceleration

(*) The necessary CPU performance depends on many factors, like display resolution, complexity of user interface and usage of animations, desired frame-rate, memory bandwidth... In case that only a small display resolution should be supported (e.g. QVGA) the required CPU performance can be much lower. 

In principle all drawing operations within a Platform Package can be done by highly optimized software routines - nevertheless, several graphics acceleration functions are helpful to improve the graphics performance.

The following part describes a list of functions, which are helpful from Embedded Wizard point of view to increase the performance of the Graphics Engine. (1) and (2) are the classic DMA features (fill and copy), the other functions requires more H/W acceleration, however, they would save a lot of the required CPU time compared to the pure software processing.

(1) Fill

Filling of a 'rectangular' memory area with a constant color value with the following parameters:

  • Start Address
  • Width (number of pixel to draw)
  • Offset (number of pixel to skip)
  • Height (number of lines)
  • ColorValue (32 bit)

(2) Copy

Transfer of a 'rectangular' memory area into another 'rectangular' memory area with the following parameters:

  • Destination Address
  • Source Address
  • Width (number of pixel to copy)
  • Destination Offset (number of pixel to skip within destination)
  • Source Offset (number of pixel to skip within source)
  • Height (number of lines)

(3) Copy with Alpha Blending

Transfer of a 'rectangular' memory area into another 'rectangular' memory area with an alpha-blending operation. The parameters are the same as in (2). During the transfer, each source pixel is combined with the destination pixel by using an alpha-blending operation.

(4) Copy with Alpha Blending and Global Alpha

Additionally, it could be helpful to have (3) with an additional global alpha value, which is multiplied with each source alpha value.

(5) Fill with Alpha Blending

Filling of a 'rectangular' memory area with a constant color by using an alpha-blending operation.

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