Note that `lv_disp_draw_buf_t` needs to be static, global or dynamically allocated and not a local variable destroyed if goes out of the scope.
As you can see the draw buffer can be smaller than the screen. In this case, the larger areas will be redrawn in smaller parts that fit into the draw buffer(s).
If only a small area changes (e.g. a button is pressed) then only that area will be refreshed.
A larger buffer results in better performance but above 1/10 screen sized buffer(s) there is no significant performance improvement.
Therefore it's recommended to choose the size of the draw buffer(s) to at least 1/10 screen sized.
If only **one buffer** is used LVGL draws the content of the screen into that draw buffer and sends it to the display.
If **two buffers** are used LVGL can draw into one buffer while the content of the other buffer is sent to display in the background.
In the display driver (`lv_disp_drv_t`) the `full_refresh` bit can be enabled to force LVGL always redraw the whole screen. It works in both *one buffer* and *two buffers* modes.
If `full_refresh` is enabled and 2 screen sized draw buffers are provided, LVGL work as "traditional" double buffering.
It means in `flush_cb` only the address of the frame buffer needs to be changed to provided pointer (`color_p` parameter).
This configuration should be used if the MCU has LCD controller periphery and not with an external display controller (e.g. ILI9341 or SSD1963).
You can measure the performance of different draw buffer configurations using the [benchmark example](https://github.com/lvgl/lv_examples/tree/master/src/lv_demo_benchmark).
In the most simple case only the following fields of `lv_disp_drv_t` needs to be set:
-`draw_buf` pointer to an initialized `lv_disp_draw_buf_t` variable.
-`flush_cb` a callback function to copy a buffer's content to a specific area of the display.
`lv_disp_flush_ready(&disp_drv)` needs to be called when flushing is ready.
LVGL might render the screen in multiple chunks and therefore call `flush_cb` multiple times. To see which is the last chunk of rendering use `lv_disp_flush_is_last(&disp_drv)`.
-`hor_res` horizontal resolution of the display in pixels.
-`ver_res` vertical resolution of the display in pixels.
-`color_chroma_key` A color which will be drawn as transparent on chrome keyed images. Set to `LV_COLOR_CHROMA_KEY` by default from `lv_conf.h`.
-`user_data` A custom `void `user data for the driver..
-`anti_aliasing` use anti-aliasing (edge smoothing). Enabled by default if `LV_COLOR_DEPTH` is set to at least 16 in `lv_conf.h`.
-`rotated` and `sw_rotate` See the [rotation](#rotation) section below.
-`screen_transp` if `1` the screen itself can have transparency as well. `LV_COLOR_SCREEN_TRANSP` needs to enabled in `lv_conf.h` and requires `LV_COLOR_DEPTH 32`.
-`set_px_cb` a custom function to write the draw buffer. It can be used to store the pixels more compactly i nthe draw buffer if the display has a special color format. (e.g. 1-bit monochrome, 2-bit grayscale etc.)
This way the buffers used in `lv_disp_draw_buf_t` can be smaller to hold only the required number of bits for the given area size. Rendering with `set_px_cb` is slower than normal rendering.
-`monitor_cb` A callback function that tells how many pixels were refreshed in how much time.
-`clean_dcache_cb` A callback for cleaning any caches related to the display.
-`gpu_fill_cb` fill an area in the memory with a color.
-`gpu_wait_cb` if any GPU function return, while the GPU is still working, LVGLwill use this function when required the be sure GPU rendering is ready.
LVGL supports rotation of the display in 90 degree increments. You can select whether you'd like software rotation or hardware rotation.
If you select software rotation (`sw_rotate` flag set to 1), LVGL will perform the rotation for you. Your driver can and should assume that the screen width and height have not changed. Simply flush pixels to the display as normal. Software rotation requires no additional logic in your `flush_cb` callback.
There is a noticeable amount of overhead to performing rotation in software, which is why hardware rotation is also available. In this mode, LVGL draws into the buffer as though your screen now has the width and height inverted. You are responsible for rotating the provided pixels yourself.
The default rotation of your display when it is initialized can be set using the `rotated` flag. The available options are `LV_DISP_ROT_NONE`, `LV_DISP_ROT_90`, `LV_DISP_ROT_180`, or `LV_DISP_ROT_270`. The rotation values are relative to how you would rotate the physical display in the clockwise direction. Thus, `LV_DISP_ROT_90` means you rotate the hardware 90 degrees clockwise, and the display rotates 90 degrees counterclockwise to compensate.
(Note for users upgrading from 7.10.0 and older: these new rotation enum values match up with the old 0/1 system for rotating 90 degrees, so legacy code should continue to work as expected. Software rotation is also disabled by default for compatibility.)
Display rotation can also be changed at runtime using the `lv_disp_set_rotation(disp, rot)` API.
Support for software rotation is a new feature, so there may be some glitches/bugs depending on your configuration. If you encounter a problem please open an issue on [GitHub](https://github.com/lvgl/lvgl/issues).