Analog Devices, Inc. reserves the right to change this product without
prior notice. Information furnished by Analog Devices is believed to be
accurate and reliable. However, no responsibility is assumed by Analog
Devices for its use; nor for any infringement of patents or other rights of
third parties which may result from its use. No license is granted by implication or otherwise under the patent rights of Analog Devices, Inc.
Trademark and Service Mark Notice
The Analog Devices logo and Blackfin are registered trademarks and
VisualDSP++ and the VisualDSP++ logo are trademarks of Analog
Devices, Inc.
All other brand and product names are trademarks or service marks of
their respective owners.
Contents
PREFACE
Purpose of This Manual ................................................................. vii
Intended Audience ......................................................................... vii
Manual Contents .......................................................................... viii
What’s New in This Manual .......................................................... viii
Technical or Customer Support ....................................................... ix
Supported Processors ....................................................................... ix
Product Information ........................................................................ x
MyAnalog.com ........................................................................... x
DSP Product Information .......................................................... xi
Related Documents .................................................................. xii
Online Technical Documentation ............................................. xii
From VisualDSP++ ............................................................. xiii
From Windows ................................................................... xiii
From the Web ...................................................................... xiv
Printed Manuals ........................................................................ xv
VisualDSP++ Documentation Set .......................................... xv
Hardware Manuals ................................................................ xv
Data Sheets ........................................................................... xv
VisualDSP++ 3.5 Getting Started Guideiii
for 16-Bit Processors
CONTENTS
Contacting DSP Publications ................................................... xvi
Notation Conventions .................................................................. xvii
FEATURES AND TOOLS
VisualDSP++ Features .................................................................. 1-1
New Features in Release 3.5 .......................................................... 1-5
Code Development Tools .............................................................. 1-7
Exercise One: Using Profile-Guided Optimization ......................... 3-2
Step 1: Load the Project ........................................................... 3-4
Step 2: Configure a Data Set .................................................... 3-5
Step 3: Attach an Input Stream ................................................ 3-9
Step 4: Configure Additional Data Sets .................................. 3-13
Step 5: Create PGO Files and Optimize Your Program ........... 3-15
Step 6: Compare Execution Times ......................................... 3-16
Exercise Two: Using Background Telemetry Channel ................... 3-19
Adding BTC to Your DSP Application ................................... 3-20
Running the BTC Assembly Demo ........................................ 3-22
Step 1: Load the Btc_AsmDemo Project ............................ 3-23
VisualDSP++ 3.5 Getting Started Guidev
for 16-Bit Processors
CONTENTS
Step 2: Examine the BTC Commands ............................... 3-23
Step 3: Set Up the BTC Memory Window and View Data 3-26
Running the BTC FFT Demo ............................................... 3-34
Step 1: Build the FFT Demo ............................................. 3-34
Step 2: Plot BTC Data ...................................................... 3-35
Step 3: Record and Analyze BTC Data .............................. 3-40
INDEX
viVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
PREFACE
Thank you for purchasing VisualDSP++™, the development software for
Analog Devices processors.
Purpose of This Manual
The VisualDSP++ 3.5 Getting Started Guide for 16-Bit Processors provides
basic and advanced tutorials that highlight many VisualDSP++ features.
By completing the step-by-step procedures, you will become familiar with
the VisualDSP++ environment and learn how to use these features in your
own digital signal processing (DSP) development projects.
Intended Audience
This manual is intended for DSP programmers who are familiar with
Analog Devices processors. The manual assumes that the audience has a
working knowledge of Analog Devices processor architecture and instruction set.
DSP programmers who are unfamiliar with Analog Devices processors
should refer to their processor’s Hardware Reference and Instruction Set
Reference, which describe the processor architecture and instruction set.
Note that the ADSP-BF533 Blackfin Processor Hardware Reference includes
information about the ADSP-BF531 and ADSP-BF532 processors.
VisualDSP++ 3.5 Getting Started Guidevii
for 16-Bit Processors
Manual Contents
Manual Contents
This guide contains the following chapters.
•Chapter 1, “Features and Tools”
Provides an overview of VisualDSP++ features and code development tools
•Chapter 2, “Basic Tutorial”
Provides step-by-step instructions for creating sessions, and for
building and debugging projects by using examples of C/C++ and
assembly sources
The tutorial is organized to follow the steps that you take in developing a typical programming project. Before you begin actual
programming, you should be familiar with the architecture of your
particular processor and the other software development tools.
•Chapter 3, “Advanced Tutorial”
Provides step-by-step instructions for using profile-guided
optimization (PGO) and background telemetry channel (BTC).
What’s New in This Manual
A new “Advanced Tutorial” chapter has been added to the guide. This
chapter covers some of the more advanced VisualDSP++ features and
techniques.
viiiVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Technical or Customer Support
You can reach DSP Tools Support in the following ways.
•Contact your ADI local sales office or authorized distributor
•Send questions by mail to:
Analog Devices, Inc.
One Technology Way
P.O. Box 9106
Norwood, MA 02062-9106
USA
Preface
Supported Processors
The name “Blackfin” refers to a family of Analog Devices 16-bit, embedded processors. VisualDSP++ currently supports the following Blackfin
processors.
ADSP-BF531ADSP-BF532 (formerly ADSP-21532)
ADSP-BF533 ADSP-BF535 (formerly ADSP-21535)
ADSP-BF561AD6532
VisualDSP++ 3.5 Getting Started Guideix
for 16-Bit Processors
Product Information
VisualDSP++ currently supports the following ADSP-21xx processors.
ADSP-2181ADSP-2191
ADSP-2183ADSP-2192-12
ADSP-2184/84L/84NADSP-2195
ADSP-2185/85L/85M/85NADSP-2196
ADSP-2186/86L/86M/86NADSP-21990
ADSP-2187L/87NADSP-21991
ADSP-2188L/88NADSP-21992
ADSP-2189M/89N
Product Information
You can obtain product information from the Analog Devices website,
from the product CD-ROM, or from the printed publications (manuals).
Analog Devices is online atwww.analog.com. Our website provides information about a broad range of products—analog integrated circuits,
amplifiers, converters, and digital signal processors.
MyAnalog.com
MyAnalog.com is a free feature of the Analog Devices website that allows
customization of a webpage to display only the latest information on
products you are interested in. You can also choose to receive weekly email
notification containing updates to the webpages that meet your interests.
MyAnalog.com provides access to books, application notes, data sheets,
code examples, and more.
xVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Preface
Registration:
Visit
www.myanalog.com to sign up. Click Register to use MyAnalog.com.
Registration takes about five minutes and serves as means for you to select
the information you want to receive.
If you are already a registered user, just log on. Your user name is your
email address.
DSP Product Information
For information on digital signal processors, visit our website at
www.analog.com/dsp, which provides access to technical publications, data
sheets, application notes, product overviews, and product announcements.
You may also obtain additional information about Analog Devices and its
products in any of the following ways.
•Email questions or requests for information to
dsp.support@analog.com
•Fax questions or requests for information to
1-781-461-3010 (North America)
089/76 903-557 (Europe)
•Access the Digital Signal Processing Division’s FTP website at
ftp ftp.analog.com or ftp 137.71.23.21
ftp://ftp.analog.com
VisualDSP++ 3.5 Getting Started Guidexi
for 16-Bit Processors
Product Information
Related Documents
For information on product related development software, see the following publications.
VisualDSP++ 3.5 User’s Guide for 16-Bit Processors
VisualDSP++ 3.5 C/C++ Compiler and Library Manual for Blackfin Processors
VisualDSP++ 3.5 C Compiler and Library Manual for ADSP-218x Processors
VisualDSP++ 3.5 C/C++ Compiler and Library Manual for ADSP-219x Processors
VisualDSP++ 3.5 Assembler and Preprocessor Manual for Blackfin Processors
VisualDSP++ 3.5 Assembler and Preprocessor Manual for ADSP-21xx Processors
VisualDSP++ 3.5 Linker and Utilities Manual for 16-Bit Processors
VisualDSP++ 3.5 Loader Manual for 16-Bit Processors
For hardware information, refer to your processor’s Hardware Reference,
Programming Reference, and data sheet.
All documentation is available online. Most documentation is available in
printed form.
Online Technical Documentation
Online documentation comprises VisualDSP++ Help system and tools
manuals, Dinkum Abridged C++ library and FlexLM network license
manager software documentation. You can easily search across the entire
VisualDSP++ documentation set for any topic of interest. For easy printing, supplementary
xiiVisualDSP++ 3.5 Getting Started Guide
.PDF files for the tools manuals are also provided.
for 16-Bit Processors
Preface
A description of each documentation file type is as follows.
File Description
.CHMHelp system files and VisualDSP++ tools manuals.
.HTMLDinkum Abridged C++ library and FlexLM network license manager software doc-
umentation. Viewing and printing the
net Explorer 4.0 (or higher).
.PDFVisualDSP++ tools manuals in Portable Documentation Format, one .PDF file for
each manual. Viewing and printing the .PDF files require a PDF reader, such as
Adobe Acrobat Reader (4.0 or higher).
.HTML files require a browser, such as Inter-
If documentation is not installed on your system as part of the software
installation, you can add it from the VisualDSP++ CD-ROM at any time
by rerunning the Tools installation.
Access the online documentation from the VisualDSP++ environment,
Windows Explorer, or Analog Devices website.
From VisualDSP++
•Access VisualDSP++ online Help from the Help menu’s Contents,
Search, and Index commands.
•Open online Help from context-sensitive user interface items (toolbar buttons, menu commands, and windows).
From Windows
In addition to any shortcuts you may have constructed, there are many
ways to open VisualDSP++ online Help or the supplementary documentation from Windows.
VisualDSP++ 3.5 Getting Started Guidexiii
for 16-Bit Processors
Product Information
Help system files (.
CHM files) are located in the Help folder, and .PDF files
are located in the Docs folder of your VisualDSP++ installation. The Docs
folder also contains the Dinkum Abridged C++ library and FlexLM network license manager software documentation.
Using Windows Explorer
•Double-click any file that is part of the VisualDSP++ documentation set.
•Double-click the vdsp-help.chm file, which is the master Help system, to access all the other .CHM files.
Using the Windows Start Button
•Access VisualDSP++ online Help by clicking the Start button and
choosing Programs, VisualDSP, and VisualDSP++ Documentation.
•Access the .PDF files by clicking the Start button and choosing
Programs, VisualDSP, Documentation for Printing, and the
name of the book.
From the Web
To download the tools manuals, point your browser at:
Select a DSP family and book title. Download archive (.ZIP) files, one for
each manual. Use any archive management software, such as WinZip, to
decompress downloaded files.
xivVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Preface
Printed Manuals
For general questions regarding literature ordering, call the Literature
Center at 1-800-ANALOGD (1-800-262-5643) and follow the prompts.
VisualDSP++ Documentation Set
VisualDSP++ manuals may be purchased through Analog Devices Customer Service at 1-781-329-4700; ask for a Customer Service
representative. The manuals can be purchased only as a kit. For additional
information, call 1-603-883-2430.
If you do not have an account with Analog Devices, you will be referred to
Analog Devices distributors. To get information on our distributors, log
onto http://www.analog.com/salesdir/continent.asp.
Hardware Manuals
Hardware reference and instruction set reference manuals can be ordered
through the Literature Center or downloaded from the Analog Devices
website. The phone number is 1-800-ANALOGD (1-800-262-5643).
The manuals can be ordered by a title or by product number located on
the back cover of each manual.
Data Sheets
All data sheets can be downloaded from the Analog Devices website. As a
general rule, any data sheet with a letter suffix (L, M, N) can be obtained
from the Literature Center at 1-800-ANALOGD (1-800-262-5643) or
downloaded from the website. Data sheets without the suffix can be
downloaded from the website only—no hard copies are available. You can
ask for the data sheet by a part name or by product number.
VisualDSP++ 3.5 Getting Started Guidexv
for 16-Bit Processors
Product Information
If you want to have a data sheet faxed to you, the phone number for that
service is 1-800-446-6212. Follow the prompts and a list of data sheet
code numbers will be faxed to you. Call the Literature Center first to find
out if requested data sheets are available.
Contacting DSP Publications
Please send your comments and recommendations for improving our
manuals and online Help. You can contact us by sending an email to:
dsp.techpubs@analog.com
xviVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Notation Conventions
The following table identifies and describes text conventions used in this
manual.
Preface
L
ExampleDescription
Close command
(File menu) or OK
{this | that}Alternative required items in syntax descriptions appear within curly
[this | that]Optional items in syntax descriptions appear within brackets and sepa-
[this,…]Optional item lists in syntax descriptions appear within brackets
.SECTIONRegisters, commands, directives, keywords, code examples, and feature
filenameNon-keyword placeholders appear in text with italic style format.
appear throughout this document.
Te x t i n bold style indicates the location of an item within the
VisualDSP++ environment’s menu system. For example, the Close
command appears on the File menu.
brackets and separated by vertical bars; read the example as
that.
rated by vertical bars; read the example as an optional this or that.
delimited by commas and terminated with an ellipsis; read the example
as an optional comma-separated list of
names are in text with letter gothic font.
A note, providing information of special interest or identifying a
related topic. In the online version of this book, the word Note appears
instead of this symbol.
this or
this.
Additional conventions, which apply only to specific chapters, may
A caution, providing information about critical design or programming issues that influence operation of a product. In the online version
of this book, the word Caution appears instead of this symbol.
VisualDSP++ 3.5 Getting Started Guidexvii
for 16-Bit Processors
Notation Conventions
xviiiVisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
1FEATURES AND TOOLS
This chapter contains the following topics.
•“VisualDSP++ Features” on page 1-1
•“New Features in Release 3.5” on page 1-5
•“Code Development Tools” on page 1-7
VisualDSP++ Features
VisualDSP++ provides the following features.
•Extensive editing capabilities. Create and modify source files by
using multiple language syntax highlighting, drag-and-drop, bookmarks, and other standard editing operations. View files generated
by the code development tools.
•Flexible project management. Specify a project definition that
identifies the files, dependencies, and tools that you will use to
build projects. Create this project definition once or modify it to
meet changing development needs.
VisualDSP++ 3.5 Getting Started Guide1-1
for 16-Bit Processors
VisualDSP++ Features
•Easy access to code development tools. Analog Devices provides
these code development tools: C/C++ compiler, assembler, linker,
splitter, and loader. Specify options for these tools by using dialog
boxes instead of complicated command line scripts. Options that
control how the tools process inputs and generate outputs have a
one-to-one correspondence to command line switches. Define
options for a single file or for an entire project. Define these
options once or modify them as necessary.
•Flexible project build options. Control builds at the file or project
level. VisualDSP++ enables you to build files or projects selectively,
update project dependencies, or incrementally build only the files
that have changed since the previous build. View the status of your
project build in progress. If the build reports an error, double-click
on the file name in the error message to open that source file. Then
correct the error, rebuild the file or project, and start a debug
session.
•VisualDSP++ Kernel (VDK) Support. Add VDK support to a
project to structure and scale application development. The Kernel
tab page of the Project window enables you to manipulate events,
event bits, priorities, semaphores, and thread types.
•Flexible workspace management. Create up to ten workspaces and
quickly switch between them. Assigning a different project to each
workspace enables you to build and debug multiple projects in a
single session.
•Easy movement between debug and build activities. You start the
debug session and move freely between editing, build, and debug
activities.
1-2VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Features and Tools
Figure 1-1 shows the Integrated Development and Debugging
Environment.
Figure 1-1. The VisualDSP++ IDDE
VisualDSP++ 3.5 Getting Started Guide1-3
for 16-Bit Processors
VisualDSP++ Features
VisualDSP++ reduces your debugging time by providing these key
features.
•Easy-to-use debugging activities. Debug with one common,
easy-to-use interface for all processor simulators and emulators, or
hardware evaluation and development boards. Switch easily
between these targets.
•Multiple language support. Debug programs written in C, C++, or
assembly, and view your program in machine code. For programs
written in C/C++, you can view the source in C/C++ or mixed
C/C++ and assembly, and display the values of local variables or
evaluate expressions (global and local) based on the current
context.
•Effective debug control. Set breakpoints on symbols and addresses
and then step through the program’s execution to find problems in
coding logic. Set watchpoints (conditional breakpoints) on registers, stacks, and memory locations to identify when they are
accessed.
•Tools for improving performance. Use the trace, profile, and linear and statistical profiles to identify bottlenecks in your DSP
application and to identify program optimization needs. Use plotting to view data arrays graphically. Generate interrupts, outputs,
and inputs to simulate real-world application conditions.
1-4VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Features and Tools
New Features in Release 3.5
Release 3.5 includes the following new features and enhancements.
•New processor support. The ADSP-BF561 processor is supported
by this software version. Refer to the ADSP-BF561 Blackfin Hard-ware Reference and chip data sheet for details.
•Multiple project support. VisualDSP++ provides the ability to switch
among multiple open projects in the same IDDE session. The Project
window displays active projects.
•Data streaming and logging. VisualDSP++ now offers the ability to
stream and log data from a target DSP without halting the DSP. The
IDDE takes advantage of this capability in plot windows. If the target
supports background telemetry channel (BTC), the plot window is
updated while the target is running.
•License management in the IDDE. License management (installation and validation) has been integrated into the VisualDSP++ IDDE.
Installing a FlexLM license server is still handled by the separate installation application.
•Profile-guided optimization (PGO) in the IDDE. VisualDSP++
includes facilities to run common PGO scenarios simply and also provides a mechanism for advanced applications that require more control
over the profiling process via scripting. The techniques relies on setting
up and executing data sets to produce an optimized application.
VisualDSP++ 3.5 Getting Started Guide1-5
for 16-Bit Processors
New Features in Release 3.5
•Integrated Source Code Control (SCC). VisualDSP++ uses the
Microsoft Common Source Code Control (MCSCC) interface to provide a connection from the IDDE to SCC applications (such as Visual
SourceSafe, PVCS Version Manager, and ClearCase) installed on your
machine. You can now conveniently access commonly-used SCC features from VisualDSP++ without leaving the IDDE. Advanced and
application-specific SCC features not available from the IDDE must
be run directly from the SCC applications.
•Automation aware scripting engine. VisualDSP++ includes a scripting engine that uses the Microsoft ActiveX script host framework. The
engine enables you to use multiple scripting languages (such as
VBScript, JavaScript, and so on) to access the VisualDSP++ Automation API.
You can interact with the IDDE by using a single command or a script
file similar to the Tcl scripting functionality, which was available in
previous versions of VisualDSP++.
•Profiling code with Expert Linker. You can use Expert Linker to
profile object sections in a program. When the program halts, Expert
Linker graphically displays how much time was spent in each object
section. You can use this display to locate code “hotspots” and then
move that code to faster, internal memory.
•Address bar in Disassembly and Memory windows. When enabled,
an address bar is displayed in Disassembly windows and memory windows. You can use the address bar to navigate by address, symbol, or
expression. The address bar maintains a most recently used history of
visited locations.
•Menus with Icons. Icons now appear beside menu commands that
have corresponding toolbar buttons.
1-6VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Code Development Tools
Code development tools for 16-bit processors include:
•C/C++ compiler
•Runtime library with over 100 math, DSP, and C runtime library
routines
•Assembler
•Linker
•Splitter
•Loader
•Simulator
Features and Tools
•Emulator (must be purchased separately from VisualDSP++)
These tools enable you to develop applications that take full advantage of
your processor’s architecture.
The VisualDSP++ linker supports multiprocessing, shared memory, and
memory overlays.
VisualDSP++ 3.5 Getting Started Guide1-7
for 16-Bit Processors
Code Development Tools
The code development tools provide the following key features.
•Easy-to-program C, C++, and assembly languages. Program in
C/C++, assembly, or mix C/C++ and assembly in one source. The
assembly language is based on an algebraic syntax that is easy to
learn, program, and debug.
•Flexible system definition. Define multiple types of executables for
a single type of processor in one Linker Description File (
Specify input files, including objects, libraries, shared memory
files, overlay files, and executables.
•Support for overlays, multiprocessors, and shared memory exe-cutables. The linker places code and resolves symbols in
multiprocessor memory space for use by multiprocessor systems.
The loader enables you to configure multiprocessors with less code
and faster boot time. Create host, link port, and PROM boot
images.
.LDF).
Software and hardware tool kits include context-sensitive Help and manuals in PDF format.
For details about assembly syntax, refer to the VisualDSP++ 3.5 Assembler and Preprocessor Manual for your target processor.
1-8VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
2BASIC TUTORIAL
This chapter contains the following topics.
•“Overview” on page 2-1
•“Exercise One: Building and Running a C Program” on page 2-3
•“Exercise Two: Modifying a C Program to Call an Assembly Rou-
tine” on page 2-16
•“Exercise Three: Plotting Data” on page 2-36
•“Exercise Four: Linear Profiling” on page 2-50
•“Exercise Five: Installing and Using a VCSE Component” on
page 2-56
Overview
The Basic Tutorial demonstrates key features and capabilities of the
VisualDSP++ Integrated Development and Debugging Environment
(IDDE). The exercises use sample programs written in C, C++, and
assembly for Blackfin processors.
You can use different Blackfin processors with only minor changes to the
Linker Description Files (.LDFs) included with each project. VisualDSP++
includes basic Linker Description Files for each processor type in the
folder
Program Files\Analog Devices\VisualDSP 3.5 16-Bit\Blackfin\ldf
VisualDSP++ 3.5 Getting Started Guide2-1
for 16-Bit Processors
. For Blackfin processors, the folder’s default installation path is:
ldf
Overview
The source files for these exercises are installed during the VisualDSP++
software installation.
The tutorial contains five exercises:
•In Exercise One, you will start up VisualDSP++, build a project
containing C source code, and profile the performance of a C
function.
•In Exercise Two, you will create a new project, create a Linker
Description File to link with the assembly routine, rebuild the
project, and profile the performance of the assembly language
routine.
•In Exercise Three, you will plot the various waveforms produced
by a Finite Impulse Response (FIR) algorithm.
•In Exercise Four, you will use linear profiling to examine the effi-
ciency of the FIR algorithm used in Exercise Three. Using the
collected linear profile data, you will pinpoint the most time-consuming areas of the algorithm, which are likely to require hand
tuning in the assembly language.
•In Exercise Five, you will install a VCSE component on your sys-
tem and add the component to the project. Then you will build
and run the program with the component.
The ADSP-BF53x Family Simulator and ADSP-BF535 processor are used
for all exercises.
Tip: Become familiar with the VisualDSP++ toolbar buttons, shown in
Figure 2-1 on page 2-3. They are shortcuts for menu commands such as
Open a file and Run a program. Toolbar buttons and menu commands
that are not available for tasks that you want to perform are disabled and
displayed in gray.
2-2VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Figure 2-1. VisualDSP++ Toolbar Buttons
Basic Tutorial
L
VisualDSP++ is a licensed software product. To run the software,
you must have a valid license installed on your system. If you try to
run VisualDSP++ and a license is not installed, a message window
opens to let you add a license. For details about license management, see the VisualDSP++ 3.5 User’s Guide for 16-Bit Processors or
the VisualDSP++ online Help.
Exercise One: Building and Running a C
Program
In this exercise, you will:
•Start up the VisualDSP++ environment
•Open and build an existing project
•Examine windows and dialog boxes
•Run the program
The sources for this exercise are in the
installation path is:
dot_product_c folder. The default
Program Files\Analog Devices\VisualDSP 3.5 16-Bit\Blackfin\
Examples\Tutorial\dot_product_c
VisualDSP++ 3.5 Getting Started Guide2-3
for 16-Bit Processors
Exercise One: Building and Running a C Program
Step 1: Start VisualDSP++ and Open a Project
To start VisualDSP++ and open a project:
1. Click the Windows Start button and select Programs, Analog
Devices, VisualDSP++ 3.5 for 16-bit Processor, and VisualDSP++
Environment.
If you are running VisualDSP++ for the first time, the New Session
dialog box (Figure 2-6 on page 2-11) opens to enable you to set up
a session.
a. Select the values shown in Table 2-1.
Table 2-1. Session Specification
BoxValue
Debug TargetADSP-BF53x Family Simulator
PlatformADSP-BF535 Simulator
Session NameADSP-BF535 ADSP-BF535 Simulator
Processor
ADSP-BF535
b. Click OK. The VisualDSP++ main window appears.
If you have already run VisualDSP++ and the Reload last project at
startup option is selected on the Project page under Settings and
Preferences, VisualDSP++ opens the last project that you worked
on. To close this project, choose Close from the Project menu, and
then click No when prompted to save the project. Since you have
made no changes to the project, you do not have to save it.
2. From the Project menu, choose Open.
VisualDSP++ displays the Open Project dialog box.
2-4VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Basic Tutorial
3. In the Look in box, open the
folder and double-click the following subfolders in succession.
VisualDSP++ loads the project in the Project window, as shown in
Figure 2-2. The environment displays messages in the Output win-
dow as it processes the project settings and file dependencies.
Figure 2-2. Project Loaded in the Project Window
The dotprodc project comprises two C language source files, dot-
prod.c
their dot products.
VisualDSP++ 3.5 Getting Started Guide2-5
for 16-Bit Processors
and dotprod_main.c, which define the arrays and calculate
Exercise One: Building and Running a C Program
5. From the Settings menu, choose Preferences to open the Preferences dialog box, shown in Figure 2-3.
Figure 2-3. Preferences Dialog Box
6. On the General page, under General Preferences, make sure that
the following options are selected.
•Run to main after load
•Load executable after build
2-6VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
7. Click OK to close the Preferences dialog box.
The VisualDSP++ main window appears. You are now ready to
build the project.
Step 2: Build the dotprodc Project
To build the dotprodc project:
1. From the Project menu, choose Build Project.
VisualDSP++ first checks and updates the project dependencies
and then builds the project by using the project source files.
As the build progresses, the Output window displays status messages (error and informational) from the tools. For example, when
a tool detects invalid syntax or a missing reference, the tool reports
the error in the Output window.
Basic Tutorial
If you double-click the file name in the error message, VisualDSP++ opens the source file in an editor window. You can then
edit the source to correct the error, rebuild, and launch the debug
session. If the project build is up-to-date (the files, dependencies,
and options have not changed since the last project build), no build
is performed unless you run the Rebuild All command. Instead,
you see the message “
Project is up to date.” If the build has no
errors, a message reports “Build completed successfully.”
VisualDSP++ 3.5 Getting Started Guide2-7
for 16-Bit Processors
Exercise One: Building and Running a C Program
In this example (Figure 2-4) notice that the compiler detects an
undefined identifier and issues the following error in the Output
window.
Figure 2-4. Example of Error Message
2. Double-click the error message text in the Output window.
VisualDSP++ opens the C source file
dotprod_main.c in an editor
window and places the cursor on the line that contains the error
(see Figure 2-5 on page 2-9).
The editor window in Figure 2-5 shows that the integer variable
declaration int has been misspelled as itn.
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Figure 2-5. Output Window and Editor Window
3. In the editor window, click on
itn and change it to int. Notice
that int is now color coded to signify that it is a valid C keyword.
4. Save the source file by choosing Save from the File menu.
5. Build the project again by choosing Build Project from the Project
menu. The project is now built without any errors, as reported on
the Build page in the Output window.
Now that you have built your project successfully, you can run the example program.
VisualDSP++ 3.5 Getting Started Guide2-9
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Exercise One: Building and Running a C Program
Step 3: Run the Program
In this procedure, you will:
•Set up the debug session before running the program
•View debugger windows and dialog boxes
Since you enabled Load executable after build on the General page in the
Preferences dialog box, the executable file dotprodc.dxe is automatically
downloaded to the target. If the debug session’s processor does not match
the project’s build target, VisualDSP++ reports this discrepancy and asks if
you want to select another session before downloading the executable to
the target. If VisualDSP++ does not open the Session List dialog box, skip
steps 1–4.
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To set up the debug session:
1. In the Session List dialog box, click New Session to open the New Session dialog box, shown in Figure 2-6.
For subsequent debugging sessions, use the New Session command
on the Sessions menu to open the New Session dialog box.
Figure 2-6. New Session Dialog Box
2. Specify the target and processor information listed in the
Table 2-2.
Table 2-2. Session Specification
BoxValue
Debug TargetADSP-BF53x Family Simulator
PlatformADSP-BF535 Simulator
Session NameADSP-BF535 ADSP-BF535 Simulator
Processor
ADSP-BF535
VisualDSP++ 3.5 Getting Started Guide2-11
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Exercise One: Building and Running a C Program
3. Click OK to close the New Session dialog box and return to the
Session List dialog box.
4. With the new session name highlighted, click Activate.
L
If you do not click Activate, the session mismatch message appears
again.
VisualDSP++ closes the Session List dialog box, automatically
loads your project’s executable file (dotprodc.dxe), and advances to
the main function of your code (see Figure 2-7).
Figure 2-7. Loading dotprodc.dxe
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5. Look at the information in the open windows.
The Output window’s Console page contains messages about the
status of the debug session. In this case, VisualDSP++ reports that
the
dotprodc.dxe load is complete.
The Disassembly window displays the assembly code for the executable. Use the scroll bars to move around the Disassembly
window.
Note that a solid red circle and a yellow arrow appear at the start of
the program labeled “main”. The solid red circle indicates that a
breakpoint is set on that instruction, and the yellow arrow indicates that the processor is currently halted at that instruction.
When VisualDSP++ loads your C program, it automatically sets
two breakpoints, one at the beginning and one at the end of code
execution. Your breakpoint locations may differ slightly from those
shown in the examples in this book.
6. From the Settings menu, choose Breakpoints to view the breakpoints set in your program. VisualDSP++ displays the Breakpoints
dialog box, shown in Figure 2-8 on page 2-14.
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Exercise One: Building and Running a C Program
Figure 2-8. Breakpoints Dialog Box
The breakpoints are set at these C program labels:
•
at “dotprod_main.c” 114
•at __lib_prog_term
The Breakpoints dialog box enables you to view, add, and delete
breakpoints and to browse for symbols. In the Disassembly and
editor windows, double-clicking on a line of code toggles (adds or
deletes) breakpoints. In the editor window, however, you must
place the mouse pointer in the gutter before double-clicking.
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Use these tool buttons to set or clear breakpoints:
Toggles a breakpoint for the current line
Clears all breakpoints
7. Click OK or Cancel to exit the Breakpoints dialog box.
Step 4: Run dotprodc
To run dotprodc, click the Run button or choose Run from the
Debug menu.
VisualDSP++ computes the dot products and displays the following
results on the Console page (Figure 2-9) in the Output window.
VisualDSP++ 3.5 Getting Started Guide2-15
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
Exercise Two: Modifying a C Program to
Call an Assembly Routine
In Exercise One, you built and ran a C program. In this exercise, you will:
•Modify the C program to call an assembly language routine
•Create a Linker Description File to link with the assembly routine
•Rebuild the project
The project files are largely identical to those of Exercise One. Minor
modifications illustrate the changes needed to call an assembly language
routine from C source code.
Step 1: Create a New Project
To create a new project:
1. From the Project menu, choose Close to close the dotprodc
project.
Click Yes when prompted to close all open source windows.
If you have modified your project during this session, you are
prompted to save the project. Click No.
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2. From the Project menu, choose New to open the Save New
Project As dialog box, shown in Figure 2-10.
Figure 2-10. Save New Project As Dialog Box
3. Click the up-one-level button until you locate the
dot_product_asm folder, and then double-click this folder.
VisualDSP++ 3.5 Getting Started Guide2-17
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
4. In the File name box, type
dot_product_asm, and click Save.
The Project Options dialog box (Figure 2-11) appears.
This dialog box enables you to specify project build information.
5. Take a moment to view the tabbed pages in the Project Options
window: Project, General, Compile, Assemble, Link, Load, Com-piled Simulation, and Post Build. On each page, you specify the
tool options used to build the project.
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6. On the Project page (Figure 2-11 on page 2-18), specify the values
shown in Table 2-3.
Table 2-3. Completing the Project Page
BoxValue
ProcessorADSP-BF535
TypeDSP executable file
Namedot_product_asm
Settings for configurationDebug
These settings specify information for building an executable file
for the ADSP-BF535 processor. The executable contains debug
information, so you can examine program execution.
7. Click the Compile tab to display the Compile page, shown in
Figure 2-12 on page 2-20.
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
a. Select the Enable optimization check box to enable
optimization.
b. Select the Generate debug information check box, if it is
not already selected, to enable debug information for the C
source.
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These settings direct the C compiler to optimize code for the
ADSP-BF535 processor. Because the optimization takes advantage
of DSP architecture and assembly language features, some of the C
debug information is not saved. Debugging is, therefore, performed through debug information at the assembly language level.
9. Click OK to apply changes to the project options and to close the
Project Options dialog box. When prompted to add support for
the VisualDSP++ kernel, click No.
You are now ready to add the source files to the project.
Step 2: Add Source Files to dot_product_asm
To add the source files to the new project:
1. Click the Add File button , or from the Project menu, choose
Add to Project, and then choose File(s).
The Add Files dialog box (Figure 2-13) appears.
Figure 2-13. Add Files Dialog Box: Adding Source Files to the Project
VisualDSP++ 3.5 Getting Started Guide2-21
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
2. In the Look in box, locate the project folder,
dot_product_asm.
3. In the Files of type box, select All Source Files from the
drop-down list.
4. Hold down the Ctrl key and click dotprod.c and dotprod_main.c.
Then click Add.
To display the files that you added in step 4, open the Source
Files
folder in the Project window.
You are now ready to create a Linker Description File for the project.
Step 3: Create a Linker Description File for the
Project
In this procedure, you will use the Expert Linker to create a Linker
Description File for the project.
To create a Linker Description File:
1. From the Tools menu, choose Expert Linker and then choose Cre-ate LDF to open the Create LDF Wizard, shown in Figure 2-14 on
page 2-23.
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Figure 2-14. Create LDF Wizard
VisualDSP++ 3.5 Getting Started Guide2-23
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
2. Click Next to display the Create LDF – Step 1 of 3 page, shown in
Figure 2-15.
Figure 2-15. Create LDF – Step 1 of 3 Page
This page enables you to assign the LDF file name (based on the
project name) and to select the Project type.
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3. Accept the values selected for your project and click Next to display the Create LDF – Step 2 of 3 page, shown in Figure 2-16.
Figure 2-16. Create LDF – Step 2 of 3 Page
This page enables you to set the System type (defaulted to Single processor), the Processor type (defaulted to ADSP-BF535 to
match the project), and the name of the linker Output file
(defaulted to the name selected by the project).
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
4. Accept the default values and click Next to display the Create
LDF – Step 3 of 3 page, shown in Figure 2-17.
Figure 2-17. Create LDF – Step 3 of 3 Page
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5. Review the Summary of choices and click Finish to create the
file.
You now have a new .LDF file in your project. The new file is in the
Linker Files folder in the Project window.
The Expert Linker window opens with a representation of the .LDF
file that you created. This file is complete for this project. Close the
Expert Linker window.
6. Click the Rebuild All button to build the project. The C
source file opens in an editor window, and execution halts.
The C version of the project is now complete. You are now ready to modify the sources to call the assembly function.
Step 4: Modify the Project Source Files
In this procedure, you will:
•Modify dotprod_main.c to call a_dot_c_asm instead of a_dot_c
•Save the modified file
.LDF
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
To modify
dotprod_main.c to call the assembly function:
1. Resize or maximize the editor window for better viewing.
2. From the Edit menu, choose Find to open the Find dialog box,
shown in Figure 2-18.
Figure 2-18. Find Dialog Box: Locating Occurrences of /*
3. In the Find What box, type /*, and then click Mark All.
The editor bookmarks all lines containing /* and positions the cursor at the first instance of /* in the extern int a_dot_c_asm
declaration.
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4. Select the comment characters
/* and use the Ctrl+X key combina-
tion to cut the comment characters from the beginning of the
a_dot_c_asm declaration. Then move the cursor up one line and
use the Ctrl+V key combination to paste the comment characters
at the beginning of the a_dot_c declaration. Because syntax coloring is turned on, the code will change color as you cut and paste
the comment characters.
Repeat this step for the end-of-comment characters */ at the end of
the a_dot_c_asm declaration. The a_dot_c declaration is now fully
commented out, and the a_dot_c_asm declaration is no longer
commented.
5. Press F3 to move to the next bookmark.
The editor positions the cursor on the /* in the function call to
a_dot_c_asm, which is currently commented out. Note that the
previous line is the function call to the a_dot_c routine.
6. Press Ctrl+X to cut the comment characters from the beginning of
the function call to a_dot_c_asm. Then move the cursor up one
line and press Ctrl+V to paste the comment characters at the begin-
ning of the call to a_dot_c.
Repeat this step for the end-of-comment characters */. The main()
function should now be calling the a_dot_c_asm routine instead of
the a_dot_c function, previously called in Exercise One.
Figure 2-19 on page 2-30 shows the changes made in step 6.
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
Figure 2-19. Editor Window: Modifying dotprod_main.c to Call
a_dot_c_asm
7. From the File menu, choose Save to save the changes to the file.
8. Place the cursor in the editor window. Then, from the File menu,
choose Close to close the
You are now ready to modify
dotprod_main.c file.
dotprodasm.ldf.
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Step 5: Use the Expert Linker to modify
dot_prod_asm.ldf
In this procedure you will:
Basic Tutorial
•View the Expert Linker representation of the
.LDF file that you
created
•Modify the
.LDF file to map in the section for the a_dot_c_asm
assembly routine
To examine and then modify dot_prod_asm.ldf to link with the assembly
function:
1. Click the Add File button .
2. Select dotprod_func.asm and click Add.
3. Try to build the project by performing one of these actions:
•Click the Build Project button .
•From the Project menu, choose Build Project.
Notice the linker error in the Output window, shown in
Figure 2-20.
Figure 2-20. Output Window: Linker Error
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
4. In the Project window, double-click in the
dot_prod_asm.ldf file.
The Expert Linker window (Figure 2-21) opens with a graphical
representation of your file.
Resize the window to expand your view and change the view mode.
To display the tree view shown in Figure 2-21, right-click in the
right pane, choose View Mode, and then choose Memory Map Tree.
Figure 2-21. Expert Linker Window
The left pane contains a list of the Input Sections that are in your
project or are mapped in the .LDF file. A red X is over the icon in
front of the section named “
my_asm_section” because the Expert
Linker has determined that the section is not mapped by the .LDF
file.
The right pane contains a representation of the memory segments
that the Expert Linker defined when it created the .LDF file.
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5. Map the section
MEM_PROGRAM as follows.
my_asm_section into the memory segment named
Open the my_asm_section input section by clicking on the plus
sign in front of it. The input section expands to show that the
linker macros $COMMAND_LINE_OBJECTS and $OBJECTS and the object
file dotprod_func.doj have a section that has not been mapped.
Expand MEM_PROGRAM in the memory map pane and drag the icon in
front of $OBJECTS onto the program output section under
MEM_PROGRAM.
As shown in Figure 2-22, the red X should no longer appear
because the section my_asm_section has been mapped.
Figure 2-22. Dragging $OBJECTS onto Program Output Section
6. From the Tools menu, choose Expert Linker and Save to save the
modified file. Then close the Expert Linker window.
If you forget to save the file and then rebuild the project, VisualDSP++ will see that you modified the file and will automatically
save it.
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Exercise Two: Modifying a C Program to Call an Assembly
Routine
You are now ready to rebuild and run the modified project.
Step 6: Rebuild and Run dot_product_asm
To run dot_product:
1. Build the project by performing one of these actions:
•Click the Build Project button .
•From the Project menu, choose Build Project.
At the end of the build, the Output window displays the following
message on the Build page.
“
Build completed successfully.”
VisualDSP++ loads the program, runs to main, and displays the
Output, Disassembly, and editor windows (shown in Figure 2-23
on page 2-35).
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Figure 2-23. Windows Left Open from the Previous Debugger Session
2. Click the Run button to run
dot_product_asm.
The program calculates the three dot products and displays the
results on the Console page in the Output window. When the program stops running, the message “Halted” appears in the status bar
at the bottom of the window. The results, shown below, are identical to the results obtained in Exercise One.
If VisualDSP++ does not open an editor window (shown in
Figure 2-24 on page 2-37), right-click in the Disassembly
window and select View Source.
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Figure 2-24. Loading the FIR Program
4. Look at the source code of the FIR program.
You can see two global data arrays:
•
IN
•OUT
You can also see one function, fir, that operates on these arrays.
You are now ready to open a plot window.
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Exercise Three: Plotting Data
Step 2: Open a Plot Window
To open a plot window:
1. From the View menu, choose Debug Windows and Plot. Then
choose New to open the Plot Configuration dialog box, shown in
Figure 2-25.
Here you will add the data sets that you want to view in a plot
window.
Figure 2-25. Plot Configuration Dialog Box
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2. In the Plot group box, specify the following values.
•In the Type box, select Line Plot from the drop-down list.
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•In the Title box, type
fir.
3. Enter two data sets to plot by using the values in Table 2-4.
Table 2-4. Two Data Sets: Input and Output
BoxInput Data
Set
NameInputOutputData set
MemoryBLACKFIN
Memory
AddressINOUTThe address of this data set is that of the
Count128128The array is 260 elements long, but you are
Stride11The data is contiguous in memory.
DatashortshortInput and Output are arrays of int values.
Output Data
Set
BLACKFIN
Memory
Description
Data memory
Input or Output array.
Click Browse to select the value from the list
of loaded symbols.
plotting the first 128 elements.
After entering each data set, click Add to add the data set to the
Data sets list on the left of dialog box.
The Plot Configuration dialog box should now look like the one in
Figure 2-26 on page 2-40.
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Exercise Three: Plotting Data
Figure 2-26. Plot Configuration Dialog Box with Input/Output Data Sets
4. Click OK to apply the changes and to open a plot window with
these data sets.
The plot window now displays the two arrays. Since, by default,
the simulator initializes memory to zero, the Output data set
appears as one horizontal line, shown in Figure 2-27 on page 2-41.
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Figure 2-27. Plot Window: Before Running the FIR Program
Resizing the plot window changes the scale on the x and y axis.
L
5. Right-click in the plot window and choose Modify Settings. On
the General page, in the Options group box, select Legend and
click OK to display the legend box.
Step 3: Run the FIR Program and View the Data
To run the FIR program and view the data:
1. Press F5 or click the Run button to run to the end of the
program.
When the program halts, you see the results of the FIR filter in the
Output array. The two data sets are visible in the plot window, as
shown in Figure 2-28 on page 2-42.
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Exercise Three: Plotting Data
Figure 2-28. Plot Window After Running the FIR Program to Completion
Next you will zoom in on a particular region of interest in the plot
window to focus in on the data.
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2. Click the left mouse button inside the plot window and drag the
mouse to create a rectangle to zoom into. Then release the mouse
button to magnify the selected region.
Figure 2-29 shows the selected region, and Figure 2-30 on
page 2-44 shows the magnified result.
Figure 2-29. Plot Window: Selecting a Region to Magnify
VisualDSP++ 3.5 Getting Started Guide2-43
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Exercise Three: Plotting Data
Figure 2-30. Plot Window: Magnified Result
To return to the previous view (before magnification), right-click
in the plot window and choose Reset Zoom from the pop-up
menu. You can view individual data points in the plot window by
enabling the data cursor, as explained in the next step.
3. Right-click inside the plot window and choose Data Cursor from
the popup menu. Move to each data point in the current data set
by pressing and holding the Left (←) or Right (→) arrow key on
the keyboard. To switch data sets, press the Up (↑) or Down (↓)
arrow key. The value of the current data point appears in the
lower-left corner of the plot window, as shown in Figure 2-31 on
page 2-45.
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Figure 2-31. Plot Window: Using the Data Cursor Feature
4. Right-click in the plot window and choose Data Cursor from the
pop-up menu.
Next you will look at data sets in the frequency domain.
5. Right-click in the plot window and choose Modify Settings to
open the Plot Settings dialog box.
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Exercise Three: Plotting Data
6. Complete these steps:
a. Click the Data Processing tab to display the Data Process-
ing page, shown in Figure 2-32.
Figure 2-32. Data Processing Page
b. In the Data Sets box, make sure that Input (the default) is
selected. In the Data Process box, choose FFT Magnitude.
c. In the Sample rate (Hz) box, type 10000.
d. In the Data Sets box, select Output. In the Data Process
box, choose FFT Magnitude
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e. Click OK to exit the Data Processing page.
VisualDSP++ performs a Fast Fourier Transform (FFT) on
the selected data set before it is plotted. FFT enables you to
view the signal in the frequency domain, as shown in
Figure 2-33.
Figure 2-33. FFT Performed on a Selected Data Set
Now, complete the following steps to look at the FIR filter’s response in
the frequency domain.
1. From the View menu, choose Debug Windows and Plot. Then
choose New to open the Plot Configuration dialog box.
2. Set up the Filter Frequency Response plot by completing the Plot
and Data Setting group boxes as shown in Figure 2-34 on
page 2-48.
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Exercise Three: Plotting Data
Figure 2-34. Filter Frequency Response Data Set
3. Click Add to add the data set to the Data sets box.
4. Click OK to apply the changes and to open the plot window with
this data set.
5. Right-click in the plot window and choose Modify Settings to
open the Plot Settings dialog box.
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6. Click the Data Processing tab to display the Data Processing page,
shown in Figure 2-32 on page 2-46. Complete this page as follows.
a. In the Data Sets box, select h.
b. In the Data Process box, choose FFT Magnitude.
c. In the Sample rate (Hz) box, type 10000.
d. Click OK to exit the Data Processing page.
VisualDSP++ performs a Fast Fourier Transform (FFT) on the
selected data set, and enables you to view the filter response plot in
the frequency domain, as shown in Figure 2-35.
Figure 2-35. Filter Frequency Response Plot
This plot shows that the low pass FIR filter cuts off all frequency
components above 4,000 Hz. When you apply a low pass filter to
the input signal, the resulting signal has no output above 4,000 Hz.
VisualDSP++ 3.5 Getting Started Guide2-49
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Exercise Four: Linear Profiling
You are now ready to begin Exercise Four.
Exercise Four: Linear Profiling
In this exercise, you will:
•Load and debug the FIR program from the previous exercise
•Use linear profiling to evaluate the program’s efficiency and to
determine where the application is spending the majority of its execution time in the code
VisualDSP++ supports two types of profiling: linear and statistical.
•You use linear profiling with a simulator. The count in the Linear Profiling Results window is incremented every time a line of code
is executed.
•You use statistical profiling with a JTAG emulator connected to a
processor target. The count in the Statistical Profiling Results
window is based on random sampling.
Step 1: Load the FIR Program
To load the FIR program:
1. Close all open windows except for the Disassembly window and
the Output window.
2. From the File menu, choose Load Program, or click . The
Open a Processor Program dialog box appears.
c. Double-click FIR.DXE to load and run the FIR program.
If VisualDSP++ does not open an editor window (shown in
Figure 2-37 on page 2-52), right-click in the Disassembly
window and select View Source.
You are now ready to set up linear profiling.
Step 2: Open the Profiling Window
To open the linear profiling window:
1. From the Tools menu, choose Linear Profiling and then choose
New Profile.
Figure 2-36. Setting Up Linear Profiling for the FIR Program
The Linear Profiling Results window opens.
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Exercise Four: Linear Profiling
2. For a better view of the data, use the window’s title bar to drag and
dock the window to the top of the VisualDSP++ main window, as
shown in Figure 2-37.
Figure 2-37. Linear Profiling Results Window (Empty)
The Linear Profiling Results window is initially empty. Linear
profiling will be performed when you run the FIR program. After
you run the program and collect data, this window displays the
results of the profiling session.
You are now ready to collect and examine linear profile data.
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Step 3: Collect and Examine the Linear Profile Data
To collect and examine the linear profile data:
1. Press F5 or click to run to the end of the program.
When the program halts, the results of the linear profile appear in
the Linear Profiling Results window.
2. Examine the results of your linear profiling session.
The Linear Profiling Results window is divided into two,
three-column panes.
The left pane shows the results of the profile data. You can see the
percentages of total execution time consumed, by function and by
address.
Double-clicking a line with a function enables you to display the
source file that contains that function. For example, double-click
the fir function to display the assembly source file fir.asm in the
right pane, as shown in Figure 2-38.
Figure 2-38. Linear Profiling Results, FIR Program Performance Analysis
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Exercise Four: Linear Profiling
The field values in the left pane are defined as follows.
HistogramA graphical representation of the percentage of time
spent in a particular execution unit. This percentage
is based on the total time that the program spent
running, so longer bars denote more time spent in a
particular execution unit.The Linear Profiling Results window always sorts the data with the most
time-consuming (expensive) execution units at the
top.
%The numerical percent of the same data found in
the Histogram column. You can view this value as
an absolute number of samples by right-clicking in
the Linear Profiling Results window and by selecting View Sample Count from the popup menu.
Execution UnitThe program location to which the samples belong.
If the instructions are inside a C function or a C++
method, the execution unit is the name of the function or method. For instructions that have no
corresponding symbolic names, such as hand-coded
assembly or source files compiled without debugging information, this value is an address in the
form of PC[xxx], where xxx is the address of the
instruction.
If the instructions are part of an assembly file, the
execution unit is either an assembly function or the
assembly file followed by the line number in
parentheses.
2-54VisualDSP++ 3.5 Getting Started Guide
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In Figure 2-38 on page 2-53 the left pane shows that the
fir function
consumes over 93% of the total execution time. The right (source) pane,
shown in Figure 2-39, displays the percentage that each line in the fir
function consumes.
Figure 2-39. Linear Profile Data for fir.asm
You are now ready to begin Exercise Five.
VisualDSP++ 3.5 Getting Started Guide2-55
for 16-Bit Processors
Exercise Five: Installing and Using a VCSE Component
Exercise Five: Installing and Using a
VCSE Component
In this exercise, you will:
•Start up the VisualDSP++ environment (if it is not running)
•Open an existing project
•Install a VCSE component on your system
•Add the component to the project
•Build and run the program with the component
The sources for the exercise are in the vcse_component folder. The default
installation path is:
Program Files\Analog Devices\VisualDSP 3.5 16-Bit\Blackfin\
Examples\Tutorial\vcse_component
Step 1: Start VisualDSP++ and Open the Project
If VisualDSP++ is already running, proceed to step 2 on the next page.
To start VisualDSP++ and open the project:
1. Click the Windows Start button and select Programs, VisualDSP,
and VisualDSP++ Environment.
The VisualDSP++ main window appears.
If you have already run VisualDSP++ and the Reload last project
at startup option is selected (on the Project page in the Settings,
Preferences dialog box), VisualDSP++ opens the last project that
you worked on.
2-56VisualDSP++ 3.5 Getting Started Guide
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To close this project, choose Close from the Project menu and
then click No when prompted to save the project. Since you have
made no changes to the project, you do not have to save it.
2. From the Project menu, choose Open.
VisualDSP++ displays the Open Project dialog box.
3. In the Look in box, open the following folders.
Program Files\Analog Devices\VisualDSP 3.5 16-Bit
Then double-click the following sub-folders in succession.
Blackfin\Examples\Tutorial\vcse_component
L
This path is based on the default installation.
4. Double-click the useg711.dpj project file.
VisualDSP++ loads the project. The environment displays messages
in the Output window as it processes the project settings.
The useg711 project contains a single C language source file
useg711.c, which contains the code needed to create an instance of
the CULawc component and to invoke the methods of the IG711
interface.
VisualDSP++ 3.5 Getting Started Guide2-57
for 16-Bit Processors
Exercise Five: Installing and Using a VCSE Component
Step 2: Install the EXAMPLES::CULawc Component on
Your Sys te m
The EXAMPLES::CULawc component is distributed as part of VisualDSP++
and is ready to be installed on your system:
1. From the Tools menu, select the VCSE submenu and then choose
Manage Components.
2. In the Display field, select Downloaded component package…
from the drop-down list.
The Open dialog box is displayed.
3. In the Look in box, open the Program Files\Analog Devices folder
and double-click the following subfolders in succession.
4. Double-click the examples_culawc_BF535.vcp file.
VisualDSP++ opens the file, extracts the information about the
component, and shows it as a downloaded component in the Com-ponent Manager dialog box (Figure 2-40 on page 2-59).
To add the newly installed component to the project:
1. From the Tools menu, select the VCSE submenu and then choose
Add Component.
2. Click Component for G711 which implements the mu-law encod-ing in C to select it.
Basic Tutorial
L
Figure 2-42. Expanded View of Component Information
If you have multiple components on your system and you are not
sure which one to add, click the expand button to display the
component information (shown in Figure 2-42). Make sure that
ADSP-BF535 is designated as the Processor for the component
that you are adding to your project.
3. Click Add to indicate that you want to add the component to the
project.
Component Manager displays the dialog box shown in Figure 2-43
on page 2-62.
VisualDSP++ 3.5 Getting Started Guide2-61
for 16-Bit Processors
Exercise Five: Installing and Using a VCSE Component
Figure 2-43. Adding Files to the Project
4. Click OK to add the component files to the project.
Step 4: Build and Run the Program
To build and run the program:
1. From the Project menu, choose Build Project.
VisualDSP++ displays the message shown in Figure 2-44 on
page 2-63.
2-62VisualDSP++ 3.5 Getting Started Guide
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Basic Tutorial
Figure 2-44. Rebuilding Files Affected by Changes to Project Settings
2. Click Yes. VisualDSP++ compiles the source files and creates the
program.
3. From the Debug menu, choose Run to execute the program. The
program generates the following output.
Harness to test component code generated by
EXAMPLES_CULawc.idl
Testing EXAMPLES::IG711
Test Completed result = MR_OK
You have now completed the Basic Tutorial.
VisualDSP++ 3.5 Getting Started Guide2-63
for 16-Bit Processors
Exercise Five: Installing and Using a VCSE Component
2-64VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
3ADVANCED TUTORIAL
This chapter contains the following topics.
•“Overview” on page 3-1
•“Exercise One: Using Profile-Guided Optimization” on page 3-2
•“Exercise Two: Using Background Telemetry Channel” on
page 3-19
Overview
This tutorial demonstrates the more advanced features and techniques that
you can use in the VisualDSP++ Integrated Development and Debugging
Environment (IDDE). The exercises use sample programs written in C,
C++, and assembly for Blackfin processors.
•In Exercise One: Using Profile-Guided Optimization, you will
build a project with PGO support, create PGO files, compile the
project without using the information in the PGO files, re-compile
the project by using the PGO files to optimize the build, check the
PGO results, and compare execution times.
•In Exercise Two: Using Background Telemetry Channel, you will
add BTC to your DSP application and then run two demos that demonstrate BTC functionality.
The ADSP-BF53x Family Simulator and ADSP-BF532 processor are used
for Exercise One. The EZ-KIT Lite USB emulator, HP PCI ICE, and
ADSP-BF535 processor are used for Exercise Two.
VisualDSP++ 3.5 Getting Started Guide3-1
for 16-Bit Processors
Exercise One: Using Profile-Guided Optimization
Exercise One: Using Profile-Guided
Optimization
Profile-guided optimization (PGO) is an optimization technique that uses
previously-collected information to guide the compiler optimizer’s decisions.
Traditionally, a compiler compiles each function only once and attempts to
produce generated code that will perform well in most cases. The compiler has
to make decisions about the best code to generate. For example, given an
if…then…else construct, the compiler has to decide whether the most common case is the “then” or the “else.” You can offer crude guidelines—compile
for speed or compile for space—but, usually, the compiler has to make a
default decision.
With PGO, the compiler makes these decisions based on data collected during
previous executions of the generated code. This process involves the following
steps.
1. Compile the application to collect profile information.
2. Run the application in a simulator session by using representative data
sets. The simulator accumulates profile data indicating where the
application spends most of its time.
3. Re-compile the application by using the collected profile data. The
compiler uses the collected information rather than the application’s
default behavior to make decisions about the relative importance of
parts of the application.
The profile data collected from a simulator run is stored in a file with a
suffix. You can process multiple data sets to cover the spectrum of potential
data and create a separate .PGO file for each data set. The re-compilation stage
can accept multiple .PGO files as input.
3-2VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
.PGO
Advanced Tutorial
The basic steps required to use PGO are:
1. Build the application with PGO support.
2. Set up one or more streams in the simulator to provide a set of data
inputs that represent what the application would see in a real target
environment.
3. Tell the simulator to produce a
.PGO file with a specified filename.
4. Load and run the application to produce the .PGO file.
5. Rebuild the application and pass all .PGO files to the compiler, which
uses the generated PGO results to optimize the application.
In this exercise, you will:
•Load the PGO example project in the VisualDSP++ environment.
•Create data sets for profile-guided optimization.
•Attach input streams to the data sets.
•Create .PGO files by executing the project with the data sets as input.
•Re-compile the project by using the .PGO files to optimize the build.
•Run the optimized version of the project with the same data sets as
input.
•Compare the execution times of all three executions.
The files used for this exercise are in the
pgo folder. The default installation
path of this folder is:
Program Files\Analog Devices\VisualDSP++ 3.5 for 16-Bit
Processors\Blackfin\Examples\Tutorial\pgo
VisualDSP++ 3.5 Getting Started Guide3-3
for 16-Bit Processors
Exercise One: Using Profile-Guided Optimization
Step 1: Load the Project
To open a VisualDSP++ project:
1. Start VisualDSP++ and connect to an ADSP-BF532 simulator session.
For information about connecting to a session, refer to “Step 1: Start
VisualDSP++ and Open a Project” on page 2-4.
2. Open the project PgoExample.dpj. For details about opening projects,
see “Step 1: Start VisualDSP++ and Open a Project” on page 2-4.
This project contains a C file, PgoExample.c. When you run the program, it reads data from an address and counts the number of even and
odd values. This counting is done with an if…then…else statement. If
the majority of values read are odd, the program will spend most of its
time in the then… branch. If the majority of values read are even, the
program will spend most of its time in the else… branch. Normally,
the compiler has no way of knowing which branch will be taken more
often. By using PGO, the compiler can determine which branch is
most often used and optimize the next build.
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3-4VisualDSP++ 3.5 Getting Started Guide
This project also contains a Visual Basic script that demonstrates
how to use the VisualDSP++ Automation API to perform PGO.
The automation functionality is beyond the scope of this tutorial.
Refer to the online Help for more information about automation.
Three data files are used as input to the C program. These simple text
files contain lists of values.
Dataset_1.dat has 128 even values (50%) and 128 odd values
•
(50%).
•Dataset_2.dat has 192 even values (75%) and 64 odd values
(25%).
•
Dataset_3.dat has 256 even values (100%) and 0 odd values
(0%).
for 16-Bit Processors
Advanced Tutorial
To view these files, use the Open command on the File menu in
VisualDSP++. The two possible values in all three files are either
0x01
or 0x02. Each file contains 256 values.
For the purposes of this exercise, assume that this program will be used
in the real world, and that you can expect a similar distribution of values as input from the real world.
By looking at the C code and the potential input, you can easily see
that the executed program will spend more time in the else… branch
than in the then… branch. Without using PGO, the compiler cannot
make this same conclusion. By default, it will expect the then…
branch to be executed most frequently and will compile the code without optimizing execution time.
Since the example program and input are very simple, you could fix
the problem by making a few minor changes to the code. Manually
tweaking a large program to speed up execution time, however,
would take far too long, and you would have to analyze sample
input on your own. PGO provides a quick and easy way to enable
the compiler to make these adjustments for you.
Step 2: Configure a Data Set
The first step in the PGO process is to create a data set—a collection of sample input for the program being optimized. A data set feeds the input into the
executing program, and this input causes the program to be executed along
certain paths. Some paths will be used more often than others. This information is recorded by the simulator and is stored in a .PGO file for the compiler
to use later for optimization. The most commonly used paths will be optimized to run quickly, while less common paths will run more slowly.
VisualDSP++ 3.5 Getting Started Guide3-5
for 16-Bit Processors
Exercise One: Using Profile-Guided Optimization
Complete the following steps to create the first of three data sets for this
exercise.
1. From the Tools menu, choose PGO and then Manage Data Sets, as
shown in Figure 3-1.
Figure 3-1. Manage Data Sets Menu Option
The Manage Data Sets dialog box (Figure 3-2) is displayed.
Figure 3-2. Manage Data Sets Dialog Box
3-6VisualDSP++ 3.5 Getting Started Guide
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This dialog box is where you manage your data sets. Note the slider bar
near the bottom of the window. This control allows you to customize
your optimization. Moving the slider all the way to the left enables you
to build as small an executable as possible, but may sacrifice execution
speed. Moving the slider all the way to the right enables you to build a
fast executable, with a potential space trade-off. Placing the slider
between the two extremes provides varying ratios of space vs. speed
optimization. For this exercise, move the slider all the way to the right.
2. Click the New button to open the Edit Data Set dialog box, shown in
Figure 3-3.
Figure 3-3. Edit Data Set Dialog Box
VisualDSP++ 3.5 Getting Started Guide3-7
for 16-Bit Processors
Exercise One: Using Profile-Guided Optimization
3. Replace the default Data set name with a more descriptive name.
Since the first data file contains an equal number of even and odd values, use a name such as
50% Even – 50% Odd.
4. Specify the Output filename (where the optimization information
produced by this data set will be saved). Optimization information is
saved in files with the .PGO suffix.
Type in a file name such as dataset_1.pgo. The file will be saved in
the project directory. To save the files elsewhere, type in a full path
name. You can use Command line arguments for more advanced
control of the data set, but they are not covered in this tutorial.
For more information about command line arguments, see the
VisualDSP++ 3.5 C/C++ Compiler and Library Manual for Blackfin
Processors.
Now you have to attach an input stream to this data set.
3-8VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
Step 3: Attach an Input Stream
In this step you will attach an input stream to the data set.
1. Click the New button to open the Edit PGO Stream dialog box,
shown in Figure 3-4.
Advanced Tutorial
Figure 3-4. Edit PGO Stream Dialog Box
An input stream maps a data file to a destination device. In this exercise, the input streams map the three data files to the simulator. The
input stream provides the program with input as needed during
execution.
For more information about streams, see the “Debugging” chapter
in the VisualDSP++ 3.5 User's Guide for 16-Bit Processors.
VisualDSP++ 3.5 Getting Started Guide3-9
for 16-Bit Processors
Exercise One: Using Profile-Guided Optimization
2. Complete the Input Source File group box as described in Table 3-1.
Table 3-1. Input Source File Group Box Settings
Field/ControlAction/Value
FilenameSpecify a file name by clicking the file browse button and selecting the
input source file dataset_1.dat from the pgo directory.
FormatThe data in this file is in hexadecimal format, so leave the format set-
ting as is.
Rewind on reset or restartSelect this option. When you run a program with an input stream, the
program may or may not work through all of the data in the stream. If
the program encounters a reset or restart event before working through
the entire data stream and this option is enabled, the next execution
will start at the beginning of the input stream. Otherwise, execution
will continue where it left off.
CircularSelect this option. It allows the program to read through an input
stream many times during a single execution.
3. In the Destination Device group box, specify where the data from the
input stream is sent. Refer to Table 3-2.
Table 3-2. Destination Device Group Box Settings
Field/ControlAction/Value
Processor This field is used to specify a peripheral in another processor as the
destination device. For this tutorial, you are connected to a single
processor session, so this field is disabled.
Device This field allows you to choose any stream device supported by the
simulator target as the destination. Devices can include a memory
address or various peripherals. Available devices depend on which processor you are using. For more information on devices, see the hardware manual for your processor. The program reads the input streams
from memory, so leave this field as it is.
Address Specify where in memory the input will be sent. Since the program in
this exercise reads data from address
PgoExample.c), enter this value.
0xFFD00000 (refer to
3-10VisualDSP++ 3.5 Getting Started Guide
for 16-Bit Processors
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