- After `lv_init()` and initializing the drivers and call `lv_demo_benchmark(mode)`
- If you only want to run a specific scene for any purpose (e.g. debug, performance optimization etc.), you can call `lv_demo_benchmark_run_scene(mode, scene_idx)` instead of `lv_demo_benchmark()`and pass the scene number.
- If you enabled trace output by setting macro `LV_USE_LOG` to `1` and trace level `LV_LOG_LEVEL` to `LV_LOG_LEVEL_USER` or higher, benchmark results are printed out in `csv` format.
-`LV_DEMO_BENCHMARK_MODE_RENDER_AND_DRIVER` Render the scenes and show them on the display. Measure rendering time but it might contain extra time when LVGL waits for the driver. Run each scenes for a few seconds so the performance can be seen by eye too. As only the rendering time is measured and converted to FPS, really high values (e.g. 1000 FPS) are possible.
-`LV_DEMO_BENCHMARK_MODE_REAL` Similar to `RENDER_AND_DRIVER` but instead of measuring the rendering time only measure the real FPS of the system. E.g. even if a scene was rendered in 1 ms, but the screen is redrawn only in every 100 ms, the result will be 10 FPS.
-`LV_DEMO_BENCHMARK_MODE_RENDER_ONLY` Temporarily display the `flush_cb` so the pure rendering time will be measured. The display is not updated during the benchmark, only at the end when the summary table is shown. Renders a given number of frames from each scene and calculate the FPS from them.
**NOTE**: Compared to the past, the use of rotation and zoom(scaling) in GUI applications has become increasingly common. Therefore, starting from LVGL9, we have assigned a higher priority to zoom(scaling) and rotation operations.