R-Car D3 Custom Integrity BSP R-Car D3 Custom Integrity BSP: Prerequisites Hardware: Renesas RCarD3 Draak board CGI Studio has been tested on Renesas RCarD3 Custom Draak board. CMake In order to build Candera, the Meta build system CMake needs to be installed with at least version mentioned here . CMake is able to create the cross compilation make files that can be used with Green Hills MULTI compiler. MinGW To allow cross compilation with makefiles, MinGW 5.1.6 was used for this release. Green Hills Toolchain The build tool chain is not part of the delivery. Green Hills MULTI compiler, Green Hills Integrity and the according Renesas BSP and RGL driver have to be obtained directly from Green Hills or Renesas and installed according to their installation guide. CGI Studio was tested with MULTI IDE 7.1.6, Compiler 2018.1.4 and INTEGRITY for ARM v11.7.7 The Green Hills Probe was setup with Green Hills Probe Firmware Version 5.6.4, configuration rcar-d3.ghpcfg (included in BSP) . Renesas Graphics Library The graphics driver is not part of this release. CGI Studio was integrated and tested with the D3Hx RGL SGX540 driver Version V1.0 Running the Player Demo Application on R-Car D3 Custom Integrity Preparations Make sure to have an implementation of cgi_studio_3psw\src\RCarD3\enable_display\RCarD3_custom_EnableDisplays.h in the file cgi_studio_3psw\internal\Devices\RCarD3\enable_display\RCarD3_custom_EnableDisplays.c in order to set the GPIO pins in a way the displays work. Make also sure to copy the flash wrapper layer to "cgi_studio_3psw\internal\Devices\RCarD3\storage_driver_wrapper_layer" where it is expected to be when using eMMC resp. QSPI as asset repository. Logging Output and Key Input Use any terminal software to connect to the target via COM to receive logging output and use key input. BaudRate needs to be set to 115200. Download the Application To download and debug the application you need a Green Hills probe according to the Prerequisites. In the Connection Organizer open the default.con from your BSP (devtree-arm64). Monolith Application In the MULTI launcher select “Open debugger” and direct to your build folder. There choose the Monolith (this is the file without file extension and the application name and the word Monolith in it). Then hit F5 and connect to target via “Green Hills Probe Connection (mpserv) for SSFTxxx_RcarD3_10inch”. Choose “Download to RAM”. After the application is downloaded, the Player application starts. In the terminal press “h” to get the menu. Loading the asset By default, the Player demo application has the asset file added by the linker. It will be loaded to RAM together with the application. You have to select the asset file in CMake via the variable ASSET_TARGET_LOCATION before you build the application. Building Own Application for R-Car D3 Custom Integrity Generate Makefiles with CMake For general information about CGI Studio Build System and CMake properties available to configure Candera applications refer to CGI Studio Build System . To configure and generate makefiles for compiling the Player, follow below steps: Point CMake to source directory Folder containing top-level "CMakeLists.txt", e.g. \cmake\Candera\Player Point CMake to binary directory May not exist, create folder with CMake if necessary Root directory for generated makefiles / solutions Root directory for build artifacts Configure Specify MinGW Makefiles as generator for the project Specify tool-chain file for cross-compiling Select the toolchain-file from the delivery (adapt for your toolchain installation and application specific needs) \cgi_studio_devices\src\RCarD3\ToolchainFiles\MULTI-toolchain-RCarD3_custom.txt Adapt the CMake settings if necessary, e.g.: CMAKE_BUILD_TYPE-> Debug or Release Press Configure Press Generate Building Application Via the CMake variable CGIDEVICE_BSP_CFG_NAME, it is possible to choose the BSP library configuration. By default this is set to release (rel), however, it is also possible to choose debug (dbg), checked (chk) resp. coverage (cov). On the custom board display id 1 was used for all our. Please make sure to have set display id to 1 in Scene Composer. If you want to change this, this also has to be changed for our samples in CMake via the variable CGIDEVICE_DISPLAY_ID. For this board it is intended to use a shader compiler. By default, the 2D shaders are pre-compiled and already linked to the sample. This is done via the CMake variables CANDERA_EXTERNAL_SHADER_BUILDER_HEADER_INCLUDE, CANDERA_EXTERNAL_SHADER_BUILDER_HEADER_PATH and CANDERA_EXTERNAL_SHADER_BUILDER_SOURCE_PATH. If you want to change this, first uncheck RCARD3_EXTERNAL_SHADER_BUILDER_USAGE_DEFAULT, then it is possible to e.g. delete the value of the above mentioned variables in order to not use pre-compiled shaders. For all the other shaders, the compilation is done via plugin in CGI Studio. Please make sure to have the RCarD3 Shader Compiler Plugin (can be found under File/Preferences) set to “Binary”. Additionally, set the absolute path to the shader compiler *.exe. If the RCarD3 Shader Compiler Plugin is set to “Text”, the shader compiler is not used at all. It is possible to have the asset stored in the eMMC resp. QSPI flash instead of having it linked to the monolith. Use the writing tool to store the asset into the flash. Make also sure to copy the flash wrapper layer to "cgi_studio_3psw\internal\Devices\RCarD3\storage_driver_wrapper_layer" where it is expected to be when using eMMC resp. QSPI as asset repository. In CMake it is required to change the variable RCARD3_ASSET_LOCATION from “Monolith” to “eMMC” resp. “QSPI”. Additionally, it is necessary to verify the path to the Flash tool (RCARD3_FLASH_TOOL_PATH) in order to link the correct libraries.