LVGL v9.5 is here! 🎉

:tada: LVGL v9.5.0 Released!

Hello everyone, we’re excited to announce LVGL v9.5.0 is now available! :partying_face: This release continues expanding what’s possible on MPU-class hardware while keeping LVGL light and efficient for MCUs.

Highlights

Visual Effects

  • Blur & Drop Shadow - Native software rendering (no GPU needed!) for frosted-glass effects, background dimming, and depth
  • Bézier Curved Charts - Smooth curves with LV_CHART_TYPE_CURVE (requires Vector Graphics)

Display & GPU

  • Wayland Rewrite - New EGL backend for hardware-accelerated OpenGL + improved SHM backend
  • NanoVG Backend - Complete OpenGL draw unit with GPU-accelerated vector rendering
  • SDL EGL Support - EGL now available across SDL, Wayland, DRM, and GLFW

3D Rendering

  • Runtime glTF Manipulation - Modify models at runtime (scale, rotation, position, animation)
  • Raycasting API - Convert 3D↔2D coordinates, detect intersections, enable touch interaction

Performance

  • RISC-V SIMD - Vector extension support for faster software rendering on RISC-V cores
  • Canvas Optimization - lv_canvas_set_px_skip_invalidate for bulk pixel operations

Developer Experience

  • LV_STATE_ALT - Easy dark/light mode switching
  • Property Interfaces - 15 widgets now support uniform data binding (arc, chart, table, menu, etc.)
  • Input Improvements - Key remapping, gesture thresholds, radio button flag, better keypad handling
  • GStreamer Camera Support - Audio-free sources now work (camera streams!)
  • WebP Decoder - Native WebP support added

Breaking Changes

  • Wayland no longer supports client-side decorations (use lv_win or custom widgets)
  • XML engine removed from repository (development continues separately)

Deprecated

  • lv_fragment - plan migration, will be removed in future release
  • lv_wayland_display_close_cb_t - use LV_EVENT_DELETE instead

Resources

Thanks to everyone who contributed to this release!


Questions? Drop them below!

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