LVGL (very) recently gained an internal SVG decoder. I am trying to use it and failing.
What MCU/Processor/Board and compiler are you using?
LVGL+SDL on Debian 12, LVGL+linuxfb on an old embedded device.
What LVGL version are you using?
master @ c30e18df3c648c4f9f2a24d6ae4a8ddab300d8db (a few commits after the merge of add VG rendering support
What do you want to achieve?
Render an SVG onto a canvas.
What have you tried so far?
Based on the code in test_draw_svg.c I have tried to render an SVG onto a canvas.
Setting LV_CACHE_DEF_SIZE to 128kb, and setting LV_BIN_DECODER_RAM_LOAD to 1 did not help.
Code to reproduce
The forum template asked for
Add a code snippet which can run in the simulator. It should contain only the relevant code that compiles without errors when separated from your main code base.
I don’t have that yet (but I will try to split it out like that soon). (I just noticed that the lv_port_linux simulator has a one-week-too-old LVGL for this).
Setting LV_USE_THORVG_INTERNAL to 0 on the simulator version breaks the rendering (looks identical to the screenshot above then). No interesting logging from it. In my own project, setting LV_USE_THORVG_INTERNAL to 1 breaks the build with a linking error which I need to investigate.
I had understood that this new SVG lib did not rely on ThorVG at all. I may have misunderstood, but silent failure feels like a bug maybe?