UI rendering method and apparatus, electronic device, and storage medium

CN122946046APending Publication Date: 2026-10-20CHINA FAW CO LTD +1
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Patent Information

Application Number
CN202611138668.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-29
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

1.资源浪费严重:全局固定帧率渲染下,区域以相同频率刷新,大量CPU/GPU资源被无效渲染占用,导致设备功耗升高、发热严重;

Benefits of technology

[0016]本发明所提供的技术方案,首先,解析UI界面,以至少根据各个UI区域的动态属性、功能类型和更新频率需求执行UI界面划分,得到至少一个独立渲染区域及其配置参数;进一步地,根据独立渲染区域数量创建至少一个渲染进程,以使每一渲染进程绑定对应的独立渲染区域;进一步地,读取任一独立渲染区域的当前配置参数,若当前配置参数满足预设配置条件,则按照对应的区域绘制逻辑输出渲染结果,并至少依据目标帧率计算帧间隔时间、以控制对应的渲染进程休眠;最后,至少依据每一独立渲染区域的渲染结果生成对应的渲染帧数据,按序收集的各个渲染帧数据、并至少根据区域层级关系合成最终帧数据,以提交至显示设备输出。

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Abstract

This invention relates to the field of display technology, and discloses a UI rendering method, apparatus, electronic device, and storage medium. The method includes: performing UI interface partitioning to obtain at least one independent rendering region and its configuration parameters; creating at least one rendering process, such that each rendering process is bound to a corresponding independent rendering region; reading the current configuration parameters of any independent rendering region, and if they meet preset configuration conditions, outputting the rendering result according to the corresponding region drawing logic, and calculating the frame interval time based at least on the target frame rate to control the corresponding rendering process to sleep; generating corresponding rendering frame data based at least on the rendering results of each independent rendering region, collecting the rendering frame data sequentially, and synthesizing the final frame data based at least on the region hierarchy relationship, for submission to the device for output. This invention enables parallel execution and decoupling of rendering logic, supports on-demand refresh of each UI region, ensures the integrity and consistency of the screen, and improves system robustness.
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Description

Technical Field

[0001] This invention relates to the field of display technology, and in particular to a UI rendering method, apparatus, electronic device, and storage medium. Background Technology

[0002] Currently, the mainstream solution for user interface (UI) rendering on desktop, mobile, and embedded devices still relies on a single-process unified rendering architecture, such as the traditional rendering models of frameworks like Qt, Android View, and WPF. The core logic of this architecture is that the drawing and refreshing of all UI elements are uniformly scheduled by the main process, and the interface is rendered at a fixed frame rate (such as 60fps) globally to ensure the basic continuity of the screen.

[0003] However, with the popularization of complex UI scenarios such as industrial monitoring, smart cockpits, and multi-window office, the bottleneck of traditional single-process global rendering solutions has become increasingly prominent, and the industry has not yet formed a mature and complete technical solution that supports independent dynamic frame rates for each partition.

[0004] Currently, the publicly available related technologies have at least the following shortcomings and pain points: 1. Significant resource waste: Under global fixed frame rate rendering, regions are refreshed at the same frequency, and a large amount of CPU / GPU resources are occupied by ineffective rendering, resulting in increased device power consumption and severe heat generation; 2. Interface stuttering and blocking: The rendering pressure of complex dynamic areas can block the main process, resulting in delayed interactive response and frame drops throughout the interface, which is especially noticeable on low-performance embedded devices. 3. Insufficient flexibility in frame rate control: It is impossible to independently and dynamically adjust the refresh rate of a single area, and it is impossible to achieve "on-demand refresh"; 4. Poor fault isolation: In a single-process rendering architecture, a rendering anomaly in a single area can cause the entire interface to crash or become unresponsive, resulting in insufficient system robustness. Summary of the Invention

[0005] The purpose of this invention is to provide a UI rendering method, apparatus, electronic device, and storage medium. On the one hand, it divides the UI interface into multiple independent rendering regions through a UI interface partitioning independent rendering architecture, with each region bound to an independent rendering process, achieving parallel execution and decoupling of rendering logic. On the other hand, it utilizes a single-region independent dynamic frame rate control mechanism to support configuring an independent target frame rate for each UI region, which can be dynamically adjusted at runtime to achieve on-demand refresh. Furthermore, by combining a frame synthesis and synchronization mechanism for multi-process rendering results, it can achieve temporal synchronization and synthesis of rendering frames from multiple regions, ensuring the integrity and consistency of the image. Finally, based on a fault isolation and exception handling mechanism, it can ensure that rendering anomalies in a single region do not affect other regions and the main process, improving system robustness.

[0006] To address the aforementioned technical problems, in a first aspect, the present invention provides a UI rendering method, comprising at least: S1. Analyze the UI interface to perform UI interface division based on at least the dynamic attributes, function types and update frequency requirements of each UI area, and obtain at least one independent rendering area and its configuration parameters. S2. Create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region; S3. Read the current configuration parameters of any of the independent rendering regions. If the current configuration parameters meet the preset configuration conditions, output the rendering result according to the corresponding region drawing logic, and calculate the frame interval time at least according to the target frame rate to control the corresponding rendering process to sleep. S4. Generate corresponding rendering frame data based on the rendering results of each independent rendering region, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

[0007] Optionally, the dynamic attributes include at least static, semi-dynamic, and high-frequency dynamic attributes; The functional types include at least video, charts, controls, and backgrounds; The region drawing logic includes at least resource loading, element drawing, and texture generation.

[0008] Optionally, the configuration parameters include at least region ID, location size, target frame rate, rendering priority, and visibility status; The configuration parameters for each independent rendering region are stored in the region configuration table at least once.

[0009] Optionally, at least a number of rendering processes are created using a process pool based on the number of independent rendering regions, and each rendering process is bound to one of the independent rendering regions. Any two rendering processes are isolated from each other and do not share a rendering context; The main process does not participate in any rendering logic, but is at least responsible for the creation, destruction, scheduling, and exception listening of the rendering process.

[0010] Optionally, the target frame rate, position size, and visibility status of any of the independent rendering regions are read from the region configuration table. If the current independent rendering region is visible, it is determined that the current configuration parameters meet the preset configuration conditions. The region drawing logic of the current independent rendering region is executed, the corresponding rendering result is output, and the frame interval time is calculated based on the target frame rate to control the corresponding rendering process to sleep.

[0011] Optionally, the target frame rate, position size, and visibility status of at least one of the independent rendering regions are read from the region configuration table. If the current independent rendering region is not visible, it is determined that the current configuration parameters do not meet the preset configuration conditions, the corresponding rendering process is skipped, and the region enters a sleep state.

[0012] Optionally, when the device processing load, battery level, and / or the visibility state of any of the independent rendering regions change, the target frame rate of the changed rendering region is adjusted at least. And / or, at least through an API interface, respond to any upper-layer application's rewriting of the target frame rate for any of the independent rendering regions; And / or, in response to user interaction operations and / or scene switching operations, adjust the target frame rate of at least one of the independent rendering regions; In response to a change in frame rate configuration, the corresponding rendering process is notified at least by signaling so that the corresponding rendering process updates the target frame rate and adjusts the sleep time after the current rendering cycle ends.

[0013] Based on the same concept, in a second aspect, the present invention also provides a UI rendering apparatus for performing the UI rendering method described in any one of the first aspects; The UI rendering device includes at least: The parsing and partitioning module is used to parse the UI interface and perform UI interface partitioning based on at least the dynamic attributes, functional types and update frequency requirements of each UI area to obtain at least one independent rendering area and its configuration parameters. A binding module is created to create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region. The reading and calculation module is used to read the current configuration parameters of any of the independent rendering regions. If the current configuration parameters meet the preset configuration conditions, the rendering result is output according to the corresponding region drawing logic, and the frame interval time is calculated at least according to the target frame rate to control the corresponding rendering process to sleep. The display output module is used to generate corresponding rendering frame data based on the rendering results of each of the independent rendering regions, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

[0014] Based on the same concept, in a third aspect, the present invention also provides an electronic device, including a memory and a processor, the memory storing a computer program executable on the processor, the processor executing the program to implement the steps in the UI rendering method of any one of the first aspects.

[0015] Based on the same concept, in a fourth aspect, the present invention also provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the steps in the UI rendering method of any one of the first aspects.

[0016] The technical solution provided by this invention firstly parses the UI interface to perform UI interface division based on at least the dynamic attributes, function types, and update frequency requirements of each UI area, obtaining at least one independent rendering area and its configuration parameters; further, at least one rendering process is created based on the number of independent rendering areas, so that each rendering process is bound to a corresponding independent rendering area; further, the current configuration parameters of any independent rendering area are read, and if the current configuration parameters meet the preset configuration conditions, the rendering result is output according to the corresponding area drawing logic, and the frame interval time is calculated based on at least the target frame rate to control the corresponding rendering process to sleep; finally, corresponding rendering frame data is generated based on at least the rendering results of each independent rendering area, and the various rendering frame data are collected in sequence and synthesized into final frame data based on at least the area hierarchy relationship, and submitted to the display device for output.

[0017] Therefore, this invention, on the one hand, divides the UI interface into multiple independent rendering regions through a UI interface partitioning independent rendering architecture, with each region bound to an independent rendering process, achieving parallel execution and decoupling of rendering logic; on the other hand, it utilizes a single-region independent dynamic frame rate control mechanism to support configuring an independent target frame rate for each UI region, which can be dynamically adjusted at runtime to achieve on-demand refresh; furthermore, combined with a frame synthesis and synchronization mechanism for multi-process rendering results, it can achieve temporal synchronization and synthesis of rendering frames from multiple regions, ensuring the integrity and consistency of the image; and finally, based on fault isolation and exception handling mechanisms, it can ensure that rendering anomalies in a single region do not affect other regions and the main process, improving system robustness. Attached Figure Description

[0018] Figure 1 This is a flowchart of a UI rendering method provided in an embodiment of the present invention; Figure 2 This is a schematic diagram of the structure of a UI rendering device provided in an embodiment of the present invention; Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0019] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this invention, and not all of them. Based on the embodiments of this invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this invention.

[0020] It should be noted that any symbols and / or numbers present in the specification that are not marked in the accompanying drawings are not reference numerals.

[0021] As mentioned in the background section, the disclosed related technologies suffer from at least the following technical problems: severe resource waste, interface lag and congestion, insufficient flexibility in frame rate adjustment, and poor fault isolation. After careful research, the inventors discovered that the reason for these technical problems lies in the fact that the currently disclosed related technical solutions mainly fall into two categories: Option 1: Single-process dirty rectangle local refresh: Only the areas in the interface that have changed are redrawn to reduce invalid drawing operations, but the rendering logic is still executed serially by the main process, and the refresh frequency is still limited by the global frame rate, making it impossible to achieve independent frame rate control for different areas.

[0022] Option 2: Multi-process texture pre-rendering: Some complex UI elements (such as videos and 3D models) are pre-rendered as textures in a sub-process and then submitted to the main process for compositing. However, this option only supports asynchronous drawing of specific elements, does not achieve partition management of the entire interface, and the submission of sub-process rendering results is still limited by the frame rate scheduling of the main process, making it impossible to dynamically adjust the refresh frequency of each area.

[0023] In view of this, this invention aims to solve the resource waste problem of traditional single-process global rendering by using a UI interface partition independent rendering architecture, and to achieve differentiated rendering with low frame rate in static areas and high frame rate in dynamic areas; it utilizes a single-area independent dynamic frame rate control mechanism, combined with a frame synthesis and synchronization mechanism based on multi-process rendering results, to solve the problem that the frame rate of UI areas cannot be dynamically adjusted independently, and to achieve on-demand configuration and real-time adjustment of the frame rate of each area; it solves the problem of poor fault isolation in single-process rendering based on fault isolation and exception handling mechanisms, so that a rendering exception in a single area does not affect the operation of the global interface; at the same time, it can also alleviate the interface lag and response delay problems caused by main process rendering blocking, and achieve decoupling of rendering logic from the main process.

[0024] Based on the above technical concepts Figure 1This is a flowchart of a UI rendering method provided in an embodiment of the present invention. This embodiment is applicable to UI rendering optimization scenarios for at least any desktop, mobile, and embedded device. The UI rendering method can be, but is not limited to, executed by the UI rendering device in this embodiment as the execution subject, which can be implemented in software and / or hardware. Figure 1 As shown, this UI rendering method includes at least the following steps: S1. Analyze the UI interface to perform UI interface division based on at least the dynamic attributes, function types and update frequency requirements of each UI area, and obtain at least one independent rendering area and its configuration parameters.

[0025] There can be multiple configuration parameters for each independent rendering region.

[0026] In one specific implementation, the dynamic attributes may optionally include at least static, semi-dynamic, and high-frequency dynamic attributes; The functional types must include at least video, charts, controls, and backgrounds.

[0027] In another specific implementation, the configuration parameters may optionally include at least the region ID, location size, target frame rate, rendering priority, and visibility status (i.e., whether the region is visible or invisible; for example, an alarm light, the region is visible when the light is on and needs to be rendered, and the region can be refreshed and rendering can be skipped directly after the light is off). The configuration parameters for each independent rendering region are stored in the region configuration table at least once.

[0028] Specifically, the three-level division of dynamic attributes in the UI area can be based on runtime modification frequency, view refresh cost, and update timing: (1) Static properties: remain almost unchanged throughout their lifecycle and are rarely modified after initialization; (2) Semi-dynamic attributes: business-driven, low-frequency changes, a single change triggers a complete layout recalculation; (3) High-frequency dynamic attributes: frame-level / real-time continuous change, may be refreshed every frame, and are sensitive to rendering performance.

[0029] 1. For static properties: (1) Characteristics 1) Values ​​are assigned only during UI initialization and instance creation; normal business logic is not modified during runtime. 2) Modification is costly, and changes are usually accompanied by node reconstruction and hierarchical restructuring, and are generally not performed during runtime.

[0030] (2) Includes attributes 1) Basic identity: UI unique ID, control type, parent container binding relationship, rendering hierarchy root node; 2) Fixed layout rules: layout mode (Flex / Absolute / Grid), anchor point reference, initial layout constraint rules; 3) Fixed resource references: default static images, basic font files, and fixed style class names; 4) Structure switch: Whether to permanently trim, and the boundary of the basic click area (HitBox cannot be changed).

[0031] (3) Applicable scenarios Initialize page configuration and package fixed layout template; reset if page is destroyed and rebuilt.

[0032] 2. Semi-dynamic attributes (low-frequency dynamics in business operations) (1) Characteristics 1) Modifications triggered by business events: API returned data, button clicks, tab switching, permission verification, and pop-up on / off; 2) The modification frequency is low (once every few seconds / tens of seconds), and each modification triggers a layout reflow / redraw; 3) No continuous frame updates; the modified state is kept stable.

[0033] (2) Includes attributes 1) Layout, size, and location Area width and height, inner and outer margins, rounded corners, borders, zIndex level, positioning offset (top / left); 2) Visible and Read-only states Visible, display, enabled (disabled), mask toggle, region cropping toggle; 3) Visual style Background color, text color, font size, border color, shadow, theme color scheme; 4) Business data attributes Text, image resources, dropdown selected values, list data source, and progress value.

[0034] (3) Typical triggering time Switching pages, completing API requests, switching roles and permissions, closing pop-ups, and switching form options.

[0035] 3. High-frequency dynamic attributes (frame-level real-time dynamics) (1) Characteristics 1) Continuous updates per frame (60 frames / 30 frames), with real-time refresh for dragging, scrolling, animation, and mouse tracking; 2) Prioritize GPU rendering to avoid reordering; frequent modifications will severely deplete performance.

[0036] (2) Includes attributes 1) Transformation type (optimal performance) Transform: Translation, scaling, rotation, skewing, and opacity gradient; 2) Real-time coordinates Absolute coordinates x / y, drag (anchoredPosition), and real-time scroll offset; 3) Animation frame parameters Animation progress, easing interpolation, real-time masking and cropping range, and real-time mouse hover position tracking; 4) Real-time interactive values Drag distance, scroll offset, real-time accuracy, dynamic light and shadow intensity, and real-time anti-shake offset.

[0037] (3) Typical scenarios Pop-up animations, drag-and-drop panels, page scrolling, mouse hover following over floating layers, smooth progress bar transitions, and slideshows.

[0038] S2. Create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region.

[0039] Each rendering process corresponds one-to-one with an independent rendering region.

[0040] In another specific implementation, optionally, at least a number of rendering processes are created using a process pool based on the number of independent rendering regions, with each rendering process bound to an independent rendering region. Any two rendering processes are isolated from each other and do not share the rendering context (which can avoid process security issues). The main process does not participate in any rendering logic, but is at least responsible for the creation, destruction, scheduling, and exception listening of the rendering process.

[0041] S3. Read the current configuration parameters of any independent rendering region. If the current configuration parameters meet the preset configuration conditions, output the rendering result according to the corresponding region drawing logic, and at least calculate the frame interval time based on the target frame rate to control the corresponding rendering process to sleep.

[0042] Among them, the current configuration parameters of any independent rendering region can be read from the region configuration table based on the unique region ID.

[0043] In another specific implementation, optionally, the target frame rate, position size, and visibility status of any independent rendering region are read from the region configuration table. If the current independent rendering region is visible, it is determined that the current configuration parameters meet the preset configuration conditions. The region drawing logic of the current independent rendering region is executed, the corresponding rendering result is output, and the frame interval time is calculated at least based on the target frame rate (for example, the target frame rate can be the frame rate configured by the region by default, which can be dynamically adjusted; taking a target frame rate of 30 frames as an example, the average time per frame is about 33ms. If the application's data processing time is 5ms before the refresh, then the sleep time displayed by the process is about 25ms-30ms; that is, the sleep time can be calculated based on the frame rate) to control the corresponding rendering process to sleep (which can realize frame rate control).

[0044] In another specific implementation, optionally, the target frame rate, position size and visibility status of any independent rendering region are read from the region configuration table. If the current independent rendering region is not visible, it is determined that the current configuration parameters do not meet the preset configuration conditions, the corresponding rendering process is skipped, and the region enters a sleep state.

[0045] In yet another specific implementation, the region drawing logic may optionally include at least resource loading, element drawing, and texture generation.

[0046] In yet another specific implementation, optionally, when the device processing load (e.g., device CPU / GPU load), battery power, and / or the visibility state of any individual rendering region changes, at least the target frame rate of the changing rendering region is adjusted. And / or, at least through an API interface (i.e., an interface for setting the frame rate), respond to any upper-layer application's rewriting of the target frame rate for any independent rendering region; And / or, in response to user interaction operations (such as clicks, swipes) and / or scene switching operations (such as full-screen video), adjust the target frame rate for at least any independent rendering region; In response to changes in frame rate configuration, the corresponding rendering process is notified at least by signaling so that the corresponding rendering process updates the target frame rate and adjusts the sleep time after the current rendering cycle ends (which enables smooth frame rate switching).

[0047] It is understandable that the technical solution of the previous specific implementation involves dynamic frame rate control, which essentially provides three frame rate adjustment methods. Taking a vehicle as an example, parameters such as CPU / GPU load, battery level, and area visibility can be monitored by the vehicle system. Dynamic frame rate control means that a monitoring process is matched to monitor the status of these parameters. For example, when the CPU / GPU load increases / decreases, the target frame rate is dynamically decreased / increased accordingly. The same principle applies to battery level and area visibility, which will not be elaborated further.

[0048] S4. Generate corresponding rendering frame data based on the rendering results of each independent rendering region, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

[0049] The display device can be an industrial monitoring screen, a vehicle cockpit infotainment screen, etc.

[0050] More specifically, rendering frame data for each region can be collected by timestamp, and the final frame data can be synthesized according to the hierarchical relationship of the regions (theoretically, each process renders a fixed region of the screen independently, and regions in the visible state do not overlap; however, there are exceptions, namely, multiple display processes in the same region, all of which are displayed simultaneously, which creates a hierarchical concept, where higher-level display content will cover lower-level content, thus achieving content fusion); the synthesized final frame is submitted to the display device for output, ensuring the integrity and timing consistency of the image. Of course, by rendering synchronous frames (i.e., initiating multi-region synchronization through frame rate control and synchronously writing content), synchronous rendering of cross-region linked controls can be supported to avoid screen tearing or timing errors.

[0051] Understandably, this embodiment solves the main process blocking problem from an architectural perspective by rendering independent partitions and executing multiple processes in parallel, ensuring smooth interface interaction; dynamic frame rate control enables on-demand refresh of each region, significantly reducing invalid rendering and lowering system resource consumption; the configuration process isolation mechanism achieves fault isolation, ensuring that rendering anomalies in a single region will not affect other regions or the main process, improving system stability; combined with modular design, adding new regions and adjusting frame rates only requires modifying configuration parameters without modifying the core architecture, improving system scalability.

[0052] The technical solution provided in this embodiment firstly parses the UI interface to perform UI interface division based on at least the dynamic attributes, function types, and update frequency requirements of each UI area, obtaining at least one independent rendering area and its configuration parameters; further, at least one rendering process is created based on the number of independent rendering areas, so that each rendering process is bound to the corresponding independent rendering area; further, the current configuration parameters of any independent rendering area are read, and if the current configuration parameters meet the preset configuration conditions, the rendering result is output according to the corresponding area drawing logic, and the frame interval time is calculated based on at least the target frame rate to control the corresponding rendering process to sleep; finally, corresponding rendering frame data is generated based on at least the rendering result of each independent rendering area, and the various rendering frame data are collected in sequence and synthesized into final frame data based on at least the area hierarchy relationship, and submitted to the display device for output.

[0053] Therefore, this embodiment, on the one hand, divides the UI interface into multiple independent rendering regions through a UI interface partitioning independent rendering architecture, with each region bound to an independent rendering process, achieving parallel execution and decoupling of rendering logic; on the other hand, it utilizes a single-region independent dynamic frame rate control mechanism to support configuring an independent target frame rate for each UI region, which can be dynamically adjusted at runtime to achieve on-demand refresh; furthermore, combined with the frame synthesis and synchronization mechanism of multi-process rendering results, it can achieve temporal synchronization and synthesis of multi-region rendering frames, ensuring the integrity and consistency of the image; and finally, based on the fault isolation and anomaly handling mechanism, it can ensure that rendering anomalies in a single region do not affect other regions and the main process, improving system robustness.

[0054] It should be noted that the following scenario embodiment is provided to support the above technical solutions.

[0055] I. Scene Description This scenario embodiment is applied to the in-vehicle full LCD instrument panel interface. The instrument panel screen integrates multiple types of display areas, and the screen includes static fixed display modules, high-frequency dynamic driving data, vehicle status animations, multimedia interactive prompts and other modules with different refresh requirements. Traditional global unified frame rate rendering is prone to stuttering, high power consumption and resource waste. The solution of this invention realizes partitioned independent process rendering and dynamic frame rate control.

[0056] The car instrument panel interface is divided into four independent rendering areas: Area 1: Static area with fixed dial markings and brand logo; Zone 2: Real-time dynamic data area for vehicle speed, engine speed, and fuel level; Area 3: Driving warning and turn icon animation area; Area 4: Central control linkage pop-up window and quick prompt interaction area.

[0057] II. Implementation Steps 1. Interface area division and parameter configuration Divide the area into independent regions based on display attributes and update frequency, and preset the initial rendering frame rate: Static tick mark area: Initial frame rate 1fps, refreshed only when layout changes; Driving data area: initial frame rate 60fps, high-frequency real-time synchronization of vehicle driving parameters; Vehicle animation icon area: Initial frame rate 30fps, smoothly displaying steering and warning animations; Interactive pop-up prompt area: Rendering is triggered on demand and paused when there is no interaction.

[0058] 2. Rendering process binding initialization The process pool creates four isolated independent rendering processes based on the four instrument areas, and binds them one by one to each display area. The main process is only responsible for issuing instructions and monitoring status, and does not participate in the screen drawing work.

[0059] 3. Independent process rendering and execution for each partition. Each process executes its rendering logic in a loop according to its own configured frame rate, without interfering with each other. Static areas are refreshed infrequently, significantly reducing unnecessary drawing operations; The core areas of vehicle speed and rotation speed are rendered at full frame rate to ensure that driving data is synchronized without delay. The animation area outputs at a medium frame rate, balancing smooth visuals with power consumption. The interactive area remains silent and inactive; a single redraw is initiated immediately upon triggering a pop-up window.

[0060] 4. Dynamic frame rate adaptive adjustment during operation Real-time data collection of vehicle operating conditions and hardware load, with automatic dynamic adjustment of frame rate in different regions: When the vehicle is traveling at high speed or driving aggressively, the frame rate of the data area and animation area is increased to ensure stable instrument display. When the vehicle is idling, the frame rate in non-core areas is automatically reduced to decrease the power consumption and heat generation of the vehicle hardware. When the instrument panel displays a fault alarm or navigation prompt pop-up, temporarily increase the rendering frame rate of the interactive area.

[0061] 5. Frame synthesis for unified output display Each independent process renders the frame data and sends it to the frame synthesis unit. The frames are then stitched together according to the instrument layer hierarchy and finally output to the LCD instrument screen. There is no tearing or misalignment in the image.

[0062] III. Implementation Results 1. The overall hardware resource consumption of the instrument panel has been significantly reduced, and the power consumption of the vehicle chip has been effectively reduced; 2. Core driving data is synchronized in real time, and the animation is smooth and fluid with no lag or frame drops; 3. Single-area rendering anomalies will not affect the entire instrument interface, significantly improving display stability; 4. It can automatically adapt the rendering frame rate according to the driving conditions, taking into account both the driving experience and the device's battery life.

[0063] It should also be noted that several alternative solutions are provided below.

[0064] 1) Process-based partitioned rendering scheme: Different UI areas are assigned to different processes for rendering, and frame data transmission and compositing are achieved through inter-process communication. This scheme can also achieve fault isolation and independent frame rate control, but the inter-process communication overhead is large, and the resource consumption is higher than that of the process-based scheme; 2) Process Pool-Based Task Scheduling Solution: This solution uses a process pool to schedule rendering tasks, dynamically allocating process resources based on region priority to achieve differentiated refresh rates for each region. This approach eliminates the need to bind a fixed process to each region, resulting in higher process resource utilization, but the scheduling logic is relatively complex.

[0065] Figure 2 This is a schematic diagram of a UI rendering device provided in an embodiment of the present invention. This embodiment is applicable to UI rendering optimization scenarios for at least any desktop, mobile, and embedded device. The UI rendering device can be implemented using software and / or hardware. Figure 2 As shown, the UI rendering device includes at least: The parsing and partitioning module 110 is used to parse the UI interface and perform UI interface partitioning based on at least the dynamic attributes, functional types and update frequency requirements of each UI area to obtain at least one independent rendering area and its configuration parameters. Create binding module 120 to create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region. The reading calculation module 130 is used to read the current configuration parameters of any independent rendering region. If the current configuration parameters meet the preset configuration conditions, the rendering result is output according to the corresponding region drawing logic, and the frame interval time is calculated at least according to the target frame rate to control the corresponding rendering process to sleep. The display output module 140 is used to generate corresponding rendering frame data based on the rendering results of each independent rendering region, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

[0066] Optionally, dynamic attributes include at least static, semi-dynamic, and high-frequency dynamic attributes; The functional types must include at least video, charts, controls, and backgrounds; The region drawing logic includes at least resource loading, element drawing, and texture generation.

[0067] Optionally, the configuration parameters include at least the region ID, location size, target frame rate, rendering priority, and visibility status; The configuration parameters for each independent rendering region are stored in the region configuration table at least once.

[0068] Optionally, the creation binding module 120 is specifically used to create at least a corresponding number of rendering processes based on the number of independent rendering regions using the process pool, with each rendering process bound to an independent rendering region. Any two rendering processes are isolated from each other and do not share the rendering context; The main process does not participate in any rendering logic, but is at least responsible for the creation, destruction, scheduling, and exception listening of the rendering process.

[0069] Optionally, the reading calculation module 130 is specifically used to read the target frame rate, position size and visibility status of any independent rendering region from the region configuration table. If the current independent rendering region is visible, it determines that the current configuration parameters meet the preset configuration conditions, executes the region drawing logic of the current independent rendering region, outputs the corresponding rendering result, and calculates the frame interval time based on the target frame rate to control the corresponding rendering process to sleep.

[0070] Optionally, the reading calculation module 130 is further specifically used to read the target frame rate, position size and visibility status of any independent rendering region from the region configuration table. If the current independent rendering region is not visible, it is determined that the current configuration parameters do not meet the preset configuration conditions, and the corresponding rendering process is skipped and the region enters a sleep state.

[0071] Optionally, when the device processing load, battery level, and / or the visibility state of any individual rendering region changes, the target frame rate of the changed rendering region is adjusted at least. And / or, at least through an API interface, respond to any upper-layer application's rewriting of the target frame rate for any independent rendering region; And / or, in response to user interaction and / or scene switching operations, adjust the target frame rate for at least any independent rendering region; In response to a change in frame rate configuration, the corresponding rendering process is notified at least via a signal so that the corresponding rendering process updates the target frame rate and adjusts the sleep time after the current rendering cycle ends.

[0072] The technical solution provided in this embodiment firstly parses the UI interface through a parsing and partitioning module, performing UI interface partitioning based on at least the dynamic attributes, functional types, and update frequency requirements of each UI area to obtain at least one independent rendering area and its configuration parameters. Further, a binding creation module creates at least one rendering process based on the number of independent rendering areas, so that each rendering process is bound to a corresponding independent rendering area. Further, a reading and calculation module reads the current configuration parameters of any independent rendering area; if the current configuration parameters meet preset configuration conditions, the rendering result is output according to the corresponding area drawing logic, and the frame interval time is calculated based on at least the target frame rate to control the corresponding rendering process to sleep. Finally, a display output module generates corresponding rendering frame data based on at least the rendering results of each independent rendering area, sequentially collects each rendering frame data, and synthesizes the final frame data based on at least the area hierarchy relationship, for submission to the display device for output.

[0073] Therefore, this embodiment, on the one hand, divides the UI interface into multiple independent rendering regions through a UI interface partitioning independent rendering architecture, with each region bound to an independent rendering process, achieving parallel execution and decoupling of rendering logic; on the other hand, it utilizes a single-region independent dynamic frame rate control mechanism to support configuring an independent target frame rate for each UI region, which can be dynamically adjusted at runtime to achieve on-demand refresh; furthermore, combined with the frame synthesis and synchronization mechanism of multi-process rendering results, it can achieve temporal synchronization and synthesis of multi-region rendering frames, ensuring the integrity and consistency of the image; and finally, based on the fault isolation and anomaly handling mechanism, it can ensure that rendering anomalies in a single region do not affect other regions and the main process, improving system robustness.

[0074] It should be noted that, through practical application testing, this invention can enable: 1) Improved resource utilization and reduced power consumption: Through independent frame rate control in partitioned areas, static areas can be reduced to 1fps or even refreshed on demand, while high-frequency dynamic areas maintain a high frame rate, resulting in an overall reduction of CPU / GPU utilization by 30%-60% and a significant decrease in device power consumption. 2) Improved interface smoothness, no lag or blocking: The rendering logic is executed in parallel by independent processes, and the main process is only responsible for scheduling and compositing. This avoids the blocking of interactive response by complex rendering tasks, improves the interface response speed, and significantly reduces the frame drop rate. 3) Flexible frame rate adjustment and wide adaptability: It supports dynamic adjustment of the target frame rate of each region at runtime based on conditions such as device load, user interaction, and regional visibility, adapting to a variety of scenarios from low-power embedded devices to high-performance desktops. 4) Enhanced system stability and better fault isolation: Each rendering process is isolated from the others. Rendering anomalies in a single area only affect itself and will not cause the entire interface to crash, significantly improving system robustness. 5) High scalability and convenient development and maintenance: Adding a new UI area only requires configuring an independent rendering process and frame rate parameters, without modifying the global rendering architecture, which reduces the development and maintenance costs of complex UI systems.

[0075] This embodiment provides an electronic device. Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. See also: Figure 3The electronic device 1000 includes a processor 1001 and a memory 1002. The memory 1002 stores computer-readable instructions. When the computer-readable instructions are executed by the processor 1001, the steps in any of the above-mentioned AMT intermediate shaft brake fault diagnosis methods are performed. Through the above technical solution, the processor 1001 and the memory 1002 are interconnected and communicate with each other through a communication bus and / or other forms of connection mechanism (not shown). The memory 1002 stores a computer program that can be executed by the processor. When the electronic device 1000 is running, the processor 1001 executes the computer program to execute the AMT intermediate shaft brake fault diagnosis method in any optional implementation of the above embodiments, so as to achieve at least the following functions: parsing the UI interface, performing UI interface division according to at least the dynamic attributes, function types and update frequency requirements of each UI area, and obtaining at least one independent rendering area and its configuration parameters; creating at least one rendering process according to the number of independent rendering areas, so that each rendering process is bound to the corresponding independent rendering area; reading the current configuration parameters of any independent rendering area, if the current configuration parameters meet the preset configuration conditions, outputting the rendering result according to the corresponding area drawing logic, and calculating the frame interval time according to at least the target frame rate to control the corresponding rendering process to sleep; generating corresponding rendering frame data according to at least the rendering result of each independent rendering area, collecting each rendering frame data in sequence, and synthesizing the final frame data according to at least the area hierarchy relationship, and submitting it to the display device for output.

[0076] This embodiment provides a computer-readable storage medium storing a computer program. When executed by a processor, the program implements the AMT intermediate shaft brake fault diagnosis method provided in all embodiments of the present invention: parsing the UI interface, performing UI interface division based at least on the dynamic attributes, functional types, and update frequency requirements of each UI area to obtain at least one independent rendering area and its configuration parameters; creating at least one rendering process based on the number of independent rendering areas, so that each rendering process is bound to a corresponding independent rendering area; reading the current configuration parameters of any independent rendering area, and if the current configuration parameters meet the preset configuration conditions, outputting the rendering result according to the corresponding area drawing logic, and calculating the frame interval time based at least on the target frame rate to control the corresponding rendering process to sleep; generating corresponding rendering frame data based at least on the rendering result of each independent rendering area, collecting each rendering frame data in sequence, and synthesizing the final frame data based at least on the area hierarchy relationship, and submitting it to the display device for output.

[0077] Any combination of one or more computer-readable media may be used. A computer-readable medium can be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium can be, for example—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of computer-readable storage media include: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this document, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in connection with an instruction execution system, apparatus, or device.

[0078] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including—but not limited to—electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media may also be any computer-readable medium other than computer-readable storage media, capable of transmitting, propagating, or transmitting programs for use by or in connection with an instruction execution system, apparatus, or device.

[0079] The program code contained on a computer-readable medium may be transmitted using any suitable medium, including—but not limited to—wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.

[0080] Computer program code for performing the operations of this invention can be written in one or more programming languages ​​or a combination thereof. Programming languages ​​include object-oriented programming languages—such as Java, Smalltalk, and C++—as well as conventional procedural programming languages—such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0081] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features; and these modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention.

Claims

1. A UI rendering method, characterized in that, At least including: S1. Analyze the UI interface to perform UI interface division based on at least the dynamic attributes, function types and update frequency requirements of each UI area, and obtain at least one independent rendering area and its configuration parameters. S2. Create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region; S3. Read the current configuration parameters of any of the independent rendering regions. If the current configuration parameters meet the preset configuration conditions, output the rendering result according to the corresponding region drawing logic, and calculate the frame interval time at least according to the target frame rate to control the corresponding rendering process to sleep. S4. Generate corresponding rendering frame data based on the rendering results of each independent rendering region, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

2. The UI rendering method according to claim 1, characterized in that, The dynamic attributes include at least static, semi-dynamic, and high-frequency dynamic attributes; The functional types include at least video, charts, controls, and backgrounds; The region drawing logic includes at least resource loading, element drawing, and texture generation.

3. The UI rendering method according to claim 1, characterized in that, The configuration parameters include at least the region ID, location size, target frame rate, rendering priority, and visibility status; The configuration parameters for each independent rendering region are stored in the region configuration table at least once.

4. The UI rendering method according to claim 1, characterized in that, At least one number of rendering processes are created using a process pool based on the number of independent rendering regions, and each rendering process is bound to one of the independent rendering regions. Any two rendering processes are isolated from each other and do not share a rendering context; The main process does not participate in any rendering logic, but is at least responsible for the creation, destruction, scheduling, and exception listening of the rendering process.

5. The UI rendering method according to claim 1, characterized in that, The target frame rate, position size, and visibility status of any of the independent rendering regions are read from the region configuration table. If the current independent rendering region is visible, it is determined that the current configuration parameters meet the preset configuration conditions. The region drawing logic of the current independent rendering region is executed, the corresponding rendering result is output, and the frame interval time is calculated based on the target frame rate to control the corresponding rendering process to sleep.

6. The UI rendering method according to claim 1, characterized in that, The target frame rate, position size, and visibility status of at least one of the independent rendering regions are read from the region configuration table. If the current independent rendering region is not visible, it is determined that the current configuration parameters do not meet the preset configuration conditions, the corresponding rendering process is skipped, and the region enters a sleep state.

7. The UI rendering method according to claim 1, characterized in that, When the device processing load, battery level, and / or the visibility state of any of the aforementioned independent rendering regions change, the target frame rate of the changed rendering region shall be adjusted at least. And / or, at least through an API interface, respond to any upper-layer application's rewriting of the target frame rate for any of the independent rendering regions; And / or, in response to user interaction operations and / or scene switching operations, adjust the target frame rate of at least one of the independent rendering regions; In response to a change in frame rate configuration, the corresponding rendering process is notified at least by signaling so that the corresponding rendering process updates the target frame rate and adjusts the sleep time after the current rendering cycle ends.

8. A UI rendering device, characterized in that, Used to perform the UI rendering method according to any one of claims 1-7; The UI rendering device includes at least: The parsing and partitioning module is used to parse the UI interface and perform UI interface partitioning based on at least the dynamic attributes, functional types and update frequency requirements of each UI area to obtain at least one independent rendering area and its configuration parameters. A binding module is created to create at least one rendering process based on the number of independent rendering regions, so that each rendering process is bound to the corresponding independent rendering region. The reading and calculation module is used to read the current configuration parameters of any of the independent rendering regions. If the current configuration parameters meet the preset configuration conditions, the rendering result is output according to the corresponding region drawing logic, and the frame interval time is calculated at least according to the target frame rate to control the corresponding rendering process to sleep. The display output module is used to generate corresponding rendering frame data based on the rendering results of each of the independent rendering regions, collect the rendering frame data in sequence, and synthesize the final frame data based on the region hierarchy relationship, so as to submit it to the display device for output.

9. An electronic device comprising a memory and a processor, the memory storing a computer program executable on the processor, characterized in that, When the processor executes the program, it implements the steps of the UI rendering method according to any one of claims 1-7.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the UI rendering method according to any one of claims 1-7.