Overview
FM4, S6E2DH/S6E2DF/S6E2D5/S6E2D3 Series, 32-Bit Microcontroller, Graphic Driver User Manual, Doc. No. 002-04387 Rev. *A
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This architecture allows creating complex scenes with low VRAM usage and low memory usage. The following
example shows a possible scene for one display controller for a device with 5 blend units and up to 26 windows. The
S6E2D cannot handle such complex scene however the sample shows the idea behind the layers and windows:
Figure 4. Sample display scene
A single layer architecture requires to render all details for each frame. It requires much CPU time and VRAM. The
display window concept allows the following architecture visualized as perspective view:
The gray colored window shows a background layer that might be a compressed 8 bpp indexed image buffer
because the content is static.
The yellow colored windows represent the second layer. Each separate window may be rendered and updated
with a different frame rate and color format.
The green colored windows represent the next layer blend level.
The red colored windows are the most top windows. In this case they show static 4 bpp indexed images and
can be independently switched and faded.
Figure 5. Perspective view to the scene
All windows support a minimum functionality: show a image or frame buffer with red, green, blue or gray and
optional alpha information. The color and optional alpha information will be read from a continuous video memory
block with a defined width, height and stride. The bits per pixel (BPP) can be 1, 2, 4, 8, 16, 18, 24 or 32. The
mapping to the color or alpha channels can be selected freely. The images can be used with Simple Transformation.
Some windows support special features beside this standard feature set. The different window names in the image
above reflect such features. The usage of such an advanced feature may restrict other Display or Windows
properties.