Claw back some internal ram
- 'main' doesn't need 12k of internal ram - lvgl's draw task doesn't need that much either - also lower the bg worker stack sizes whilst we're here, since they've got tons over headroom
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@@ -143,7 +143,7 @@ void lv_draw_sw_init(void)
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draw_sw_unit->base_unit.delete_cb = LV_USE_OS ? lv_draw_sw_delete : NULL;
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#if LV_USE_OS
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lv_thread_init(&draw_sw_unit->thread, LV_THREAD_PRIO_HIGH, render_thread_cb, 8 * 1024, draw_sw_unit);
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lv_thread_init(&draw_sw_unit->thread, LV_THREAD_PRIO_HIGH, render_thread_cb, 4 * 1024, draw_sw_unit);
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#endif
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}
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