LVGL v9.5.0 Released!
Hello everyone, we’re excited to announce LVGL v9.5.0 is now available!
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_invalidatefor 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_winor custom widgets) - XML engine removed from repository (development continues separately)
Deprecated
lv_fragment- plan migration, will be removed in future releaselv_wayland_display_close_cb_t- useLV_EVENT_DELETEinstead
Resources
- Full Changelog: lvgl/docs/src/CHANGELOG.rst at v9.5.0 · lvgl/lvgl · GitHub
- GitHub Release: Release Release v9.5.0 · lvgl/lvgl · GitHub
Thanks to everyone who contributed to this release!
Questions? Drop them below!