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Although the various boot loader implementations differ in their complexity and the tasks they perform, there are common characteristics that Windows Embedded CE covers through static libraries to facilitate boot loader development, as illustrated in Figure 4-14. The resulting boot loader architecture influences how you can debug boot loader code. Chapter 5, "Customizing a Board Support Package," discusses boot loader development in more detail.

Figure 4-14 Windows Embedded CE boot loader architecture

The Windows Embedded CE boot loader architecture is based on the following code portions and libraries:

■ BLCOMMON Implements the basic boot loader framework for copying the boot loader from flash memory to RAM for faster execution, decoding image file contents, verifying checksums, and keeping track of load progress. BLCOMMON calls well-defined OEM functions throughout the process to handle hardware-specific customizations.

■ OEM code This is the code that OEMs must implement for their hardware platforms to support the BLCOMMON library.

■ Eboot Provides Dynamic Host Configuration Protocol (DHCP), Trivial File Transfer Protocol (TFTP), and User Datagram Protocol (UDP) services to download run-time images over Ethernet connections.

■ Bootpart Provides storage partitioning routines so that the boot loader can create a binary ROM image file system (BinFS) partition and a second partition with another file system on the same storage device. Bootpart can also create a boot partition to store boot parameters.

■ Network drivers Encapsulate the basic initialization and access primitives for a variety of common network controller devices. The interface for the libraries is generic so that both the boot loader and the OS can use the interface. The boot loader uses the interface for downloading run-time images and the OS uses the interface to implement a KITL connection to Platform Builder.

Debugging Techniques for Boot Loaders

The boot loader design typically consists of at least two distinctive parts. The first part is written in assembly language and initializes the system before jumping to a second part written in C. If you are using a BLCOMMON-based architecture as illustrated in Figure 4-14, you might not have to debug assembly code. If your device is equipped with a UART, you can use the RETAILMSG macro in C code to send data over a serial output interface to the user for display.

Depending on whether you must debug assembly or C code, the following different debugging techniques are available:

■ Assembly code Common debugging techniques for the initial startup code rely on LEDs, such as a debugging board with seven-segment LEDs and UARTs for a serial communication interface, because it is relatively straightforward to access General Purpose Input/Output (GPIO) registers and modify the state of an input/output line.

■ C Code Debugging is much easier at the C-code level because you can access advanced communication interfaces and debugging macros.

■ Assembly and C code If a hardware debugger (JTAG probe) is available, you can use Platform Builder in conjunction with an eXDI driver to debug the boot loader.

EXAM TIP

To pass the certification exam, make sure you know the different techniques to debug the boot loader, kernel, device drivers, and applications.

Lesson Summary

Debugging the boot loader is a complex task that requires a good understanding of the hardware platform. If a hardware debugger is available, you can use Platform Builder in conjunction with an eXDI driver for hardware-assisted debugging. Otherwise, consider using an LED board for debugging assembly code and C-style macros to output debug messages over a serial communication interface in C code.

Lab 4: System Debugging and Testing based on KITL, Debug Zones, and CETK Tools

In this lab, you debug a console application added as a subproject to an OS design based on the Device Emulator BSP. To enable debugging, you include KdStub and KITL in the run-time image and configure corresponding target-device connectivity options. You then modify the source code of the console application to implement support for debug zones, specify initially active debug zones in the Pegasus registry key, and attach to the target device with the Kernel Debugger to examine the debug messages in the Output window of Visual Studio. Subsequently, you use the CETK to test the mouse driver included in the run-time image. To create the initial OS design in Visual Studio, follow the procedures outlined in Lab 1, "Creating, Configuring, and Building an OS Design."

NOTE
Detailed step-by-step instructions

To help you successfully master the procedures presented in this Lab, see the document "Detailed Step-by-Step Instructions for Lab 4" in the companion material for this book.

► Enable KITL and Use Debug Zones

1. Open the OS design project created in Lab 1 in Visual Studio, right-click the OSDesign name and select Properties to edit the OS design properties, select Configuration Properties and then Build Options, and then select the Enable KITL check box for the run-time image.

2. In the OS Design property pages dialog box, also enable the Kernel Debugger feature, apply the changes, and then close the dialog box.

3. Verify that you are currently working in debug build configuration to build an image that contains the KITL and Kernel Debugger components activated in the previous steps.

4. Build the OS design by selecting Rebuild Current BSP and Subprojects under Advanced Build Commands on the Build menu (perform a Clean Sysgen if you encounter errors during subsequent steps).

5. Open the Target menu and click Connectivity Options to display the Target Device Connectivity Options dialog box. Configure the following settings, as shown in Table 4-6 and then click OK.

Table 4-6 Device connectivity settings

Configuration Parameter Setting
Download Device Emulator (DMA)
Transport Device Emulator (DMA)
Debugger KdStub

6. Add a subproject to the OS design and select the WCE Console Application template. Name the project TestDbgZones and select the option A Typical Hello World Application in the CE Subproject Wizard.