ST STM32CubeH7 User Manual

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User manual
STM32CubeH7 demonstration platform
Introduction
STM32Cube is an STMicroelectronics original initiative to make developers’ lives easier by reducing development effort, time and cost. STM32Cube covers the whole STM32 portfolio.
ackage that offers a full set of software components based on a modular architecture, separately reusable in standalone applications. The STM32CubeH7 demonstration kernel manages all these modules, allowing dynamic addition of new modules, and access to common resources (storage, graphical components and widgets, memory management, real-time operating system).
The STM32CubeH7 demonstration platform is built around the powerful STemWin graphical lib
rary and the FreeRTOS™ real-time operating system, and uses almost the whole STM32 capability to offer a large scope of usage based on the STM32Cube HAL BSP and several middleware components.
The architecture uses the STM32CubeH7 demonstr central component that is usable with several RTOSs and third party firmware libraries through dedicated abstraction layers inserted between the STM32CubeH7 demonstration core and the associated modules and libraries.
The STM32CubeH7 demonstration supports STM3 STM32H743I-EVAL, STM32H745I-DISCO, STM32H747I EVAL, STM32H747I DISCO and STM32H747I DISC1 boards.
ation core to make an independent
2H7 Series devices and runs on
Pictures are not contractual.
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Contents
1 STM32Cube overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Global architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3 Kernel description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2 Kernel initialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
3.3 Kernel processes and tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.4 Kernel graphical aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.5 Kernel menu management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.6 Module manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.7 Backup and settings configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.8 Storage units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.9 Adding binary demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
3.10 Demonstration repository . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.11 Kernel components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.12 Kernel core files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.13 Hardware settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4 How to create a new module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.1 Creating the graphical aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.2 Graphics customization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.3 Module implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.4 Adding a module to the main desktop . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5 Demonstration customization and configuration . . . . . . . . . . . . . . . . 27
5.1 LCD configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.2 Layer management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.3 BSP customization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.3.1 SDRAM configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.3.2 Touchscreen configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
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6 Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
6.1 CPU cache . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
6.2 Multi buffering features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
6.3 Multi layers feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
6.4 Hardware acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
6.5 Hardware JPEG Decoding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
7 Footprint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
7.1 STemWin features resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
7.1.1 JPEG decoder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
7.1.2 GUI components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
8 Functional description of STM32H743I-EVAL,
STM32H747I-EVAL and STM32H747I-DISCO
demonstration modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8.1 STemWin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8.1.1 Audio player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8.1.2 Video player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
8.1.3 Rocket game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
8.1.4 Clock and weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
8.1.5 Graphic effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
8.1.6 Dual core module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
8.1.7 System information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
8.2 TouchGFX demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
8.2.1 Audio player module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
8.2.2 Graphics effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
8.2.3 Video player module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
8.2.4 Time and calendar module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
8.2.5 Home control module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
8.2.6 Light effect module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
8.2.7 External hardware module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.2.8 Bird eat coin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
8.2.9 Knight hit zombie game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
8.2.10 2048 Puzzle game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
8.3 Embedded wizard demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
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8.3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
8.3.2 Video player module (only H743I-EVAL) . . . . . . . . . . . . . . . . . . . . . . . . 60
8.3.3 Graphic effect module (only H743I-EVAL) . . . . . . . . . . . . . . . . . . . . . . . 61
8.3.4 TapTap plane module (only H743I-EVAL) . . . . . . . . . . . . . . . . . . . . . . . 61
8.3.5 Graphics accelerator module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
8.3.6 Waveform generator module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
8.3.7 Screen saver module (only H743I-EVAL) . . . . . . . . . . . . . . . . . . . . . . . 63
8.3.8 Charts demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
8.3.9 Climate cabinet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
8.3.10 Brick game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
8.3.11 Fitness tracker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
8.3.12 Paper cutter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
8.3.13 Washing machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
9 Functional description of the STM32H745I-DISCO
demonstration modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
9.1 Main graphical interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
9.2 System information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
9.3 EEMBC
®
CoreMark
® . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
9.4 Oscilloscope and signals generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
9.4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
9.4.2 Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
9.4.3 Hardware and software setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
9.4.4 How to use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Revision history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
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List of tables
Table 1. File system interface functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Table 2. Kernel components list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Table 3. Kernel core files list. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Table 4. Jumpers for demonstration boards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Table 5. LCD frame buffer locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Table 6. Modules footprint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Table 7. RAM requirements for some JPEG resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Table 8. MemoSTemWin components memory requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Table 9. Widget memory requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Table 10. Audio player module controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Table 11. Video player module controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Table 12. Document revision history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
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List of figures
Figure 1. STM32Cube block diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Figure 2. STM32CubeH7 demonstration architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Figure 3. Kernel components and services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Figure 4. Splash screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Figure 5. Demonstrations main menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Figure 6. STemWin demonstration main menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Figure 7. Functionalities and properties of modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Figure 8. Available storage units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Figure 9. Software architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Figure 10. Demonstration memory mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Figure 11. Demonstration folder structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Figure 12. STM32Cube demonstration boards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Figure 13. GUIBuilder overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Figure 14. Graphics customization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Figure 15. LCDConf.c location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Figure 16. SDRAM initialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Figure 17. Touch screen configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Figure 18. STM32H7 Series system architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Figure 19. Performance of STM32H7 Series versus STM32F7 Series . . . . . . . . . . . . . . . . . . . . . . . . 32
Figure 20. Example of tearing effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Figure 21. Independent layer management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Figure 22. Hardware JPEG decoding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Figure 23. Audio player module architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Figure 24. Audio player module process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Figure 25. Audio player module startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Figure 26. Connectivity of audio player module hardware. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Figure 27. Video player module architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Figure 28. Video player module process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Figure 29. Video player module startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Figure 30. Rocket game startup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Figure 31. Rocket game ongoing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Figure 32. Rocket game end . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Figure 33. Clock and weather startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Figure 34. Clock and weather module settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Figure 35. Clock and weather module skins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Figure 36. Graphic effect main screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Figure 37. Dual core module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Figure 38. System information main screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Figure 39. TouchGFX demonstration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Figure 40. TouchGFX - Audio player module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Figure 41. The three audio menus, playlist (left), directories (middle) and equalizer (right) . . . . . . . . 52
Figure 42. Graphics effect module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Figure 43. TouchGFX - Video player module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Figure 44. The three video player menus, video player (left), directory (middle) and playlist (right) . . 53
Figure 45. TouchGFX - Time and calendar module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Figure 46. The three settings menus, watch face (left), set time (middle) and set date (right) . . . . . . 54
Figure 47. TouchGFX - Home control module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Figure 48. Menu to set the blinds, like light and security but options only to tune on and off . . . . . . . 55
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Figure 49. TouchGFX - Light effect module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Figure 50. TouchGFX - External hardware module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Figure 51. Bird eat coin game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Figure 52. TouchGFX - Knight hit zombie game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Figure 53. 2048 Puzzle game module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Figure 54. The How To Play modal window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Figure 55. Embedded wizard demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Figure 56. Embedded wizard - Video player module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Figure 57. Embedded wizard - Graphic effect module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Figure 58. Embedded wizard - TapTap plane module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Figure 59. Embedded wizard - Graphics accelerator module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Figure 60. Embedded wizard - Waveform generator module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Figure 61. Embedded wizard - Screen saver module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Figure 62. Charts demonstration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Figure 63. Climate cabinet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Figure 64. Brick game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Figure 65. Fitness tracker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Figure 66. Paper cutter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Figure 67. Washing machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Figure 68. Main menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Figure 69. System information module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Figure 70. EEMBC
®
CoreMark® application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Figure 71. Oscilloscope and signals generator application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Figure 72. Oscilloscope and signals generator overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Figure 73. Signal generator to oscilloscope connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Figure 74. External signal to oscilloscope connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Figure 75. PC oscilloscope screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Figure 76. STM32H745I-DISCO board screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
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STM32Cube overview UM2222
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1 STM32Cube overview

STM32Cube is an STMicroelectronics original initiative to significantly improve designer's productivity by reducing development effort, time and cost. STM32Cube covers the whole STM32 portfolio.
STM32Cube includes:
A set of user-friendly software development tools to cover project development from the conception to the realization, among which:
STM32CubeMX, a graphical software configuration tool that allows the automatic
generation of C initialization code using graphical wizards
STM32Cube MCU & MPU Packages, comprehensive embedded-software platforms specific to each microcontroller and microprocessor series (such as STM32CubeH7 for the STM32H7 Series), which include:
STM32Cube hardware abstraction layer (HAL), ensuring maximized portability
across the portfolio of STM32 32-bit Arm
A consistent set of middleware components such as RTOS, FAT file system, and
graphics
All embedded software utilities with full sets of peripheral and applicative
examples
®(a)
Cortex®-based microcontrollers

Figure 1. STM32Cube block diagram

a. Arm is a registered trademark of Arm Limited (or its subsidiaries) in the US and/or elsewhere.
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UM2222 Global architecture

2 Global architecture

The STM32CubeH7 demonstration is composed of a central kernel based on a set of firmware and hardware services offered by the STM32Cube middleware, several Evaluation and Discovery boards, and a set of modules mounted on the kernel and built in a modular architecture. Each module is separately reusable in a standalone application.
The kernel manages the full set of modules. It provides access to all common resources and facilitates the addition of new modules as shown in
Each module provides the following functionalities and properties:
Icon and graphical aspect characteristics
Method to start up the module
Method to close down safely the module (such as Hot unplug for unit storage)
Method to manage low-power modes
The module application core (main module process)
Specific configuration
Error management

Figure 2. STM32CubeH7 demonstration architecture

Figure 2.
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Kernel description UM2222

3 Kernel description

3.1 Overview

The role of the demonstration kernel is mainly to provide a generic platform that controls and monitors all the application processes. The kernel provides a set of friendly user APIs and services, allowing the user modules to benefit from all the hardware and firmware resources.
The kernel provides the tasks and services listed below:
Hardware and modules initialization:
BSP initialization (SDRAM, touch screen, CRC, RTC, Quad-SPI)
GUI initialization
Memory management
Graphical resources and main menu management
Storage management
System monitoring and settings
CPU utilities (CPU usage, running tasks)

Figure 3. Kernel components and services

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3.2 Kernel initialization

The first task of the kernel is to initialize the hardware and firmware resources to make them available to its internal processes and the modules around it.
The kernel starts by initializing the HAL system clocks, and then the hardware resources needed by the middleware components:
Touch screen
SDRAM
Quad-SPI Flash memory
Backup SRAM
RTC
Once, the low-level resources are initialized, the kernel performs the STemWin GUI library initialization and prepares the following common services:
Memory manager
Storage units
Modules manager
Kernel log
Upon full initialization phase, the kernel adds and links the system and user modules to the demonstration core.
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Kernel description UM2222

3.3 Kernel processes and tasks

The kernel is composed of a main task and software timer scheduled by FreeRTOS through the CMSIS-OS wrapping layer:
GUI thread: this task initializes the demonstration main menu and then handles the graphical background task when requested by the STemWin.
Software timer: managing periodically (each 30 ms) the touch screen state.
Note: For the STM32H747I EVAL and DISCO board demonstrations, the interrupt handles
the touch screen event.
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UM2222 Kernel description

3.4 Kernel graphical aspect

The graphical aspect of the STM32Cube demonstration is divided into three main graphical components listed below:
At the board reset, the splash screen appears for a few seconds. The splash screen can be skipped by a simple click on the screen, to launch the main menu of the three demonstrations. In the case of the STM32H747I DISC1 (Discovery board provided without LCD screen board), the demonstration software ends with blanking the red LED LD3.

Figure 4. Splash screen

Start the main menu of each demonstration by clicking on the dedicated icon.

Figure 5. Demonstrations main menu

Note: STemWin, TouchGFX and the source code of the menu launcher are available. The
embedded wizard demonstration is available only with the full binary file.
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Kernel description UM2222

3.5 Kernel menu management

Note: Important - This user manual describes all the demonstration modules. STemWin and
TouchGFX modules are detailed as the source code is provided.
The main demonstration menu is initialized and launched by the GUI thread. Before the initialization of the menu, the following actions are performed:
Draw the background image.
Restore general settings from backup memory.
Setup the main desktop callback to manage main window messages.
The icon view widget contains the icons associated to added modules. The user can launch a module by a simple click. The user can also slide the icons and select the modules.

Figure 6. STemWin demonstration main menu

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UM2222 Kernel description
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A module is launched with a simple click on the associated icon by calling to the startup function in the module structure. This is performed when a WM_NOTIFICATION_RELEASED message arrives to the desktop callback with ID_ICONVIEW_MENU.

3.6 Module manager

The kernel manages the modules. It is responsible of initializing relative hardware and GUI resources, common resources such as a storage unit, graphical widget and the system menu.

Figure 7. Functionalities and properties of modules

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Kernel description UM2222
Each module provides the following functionalities and properties:
Icon and graphical component structure
Method to startup the module
Method to close down safely the module (such as Hot unplug for MS flash disk)
Method to manage low-power modes (optional)
Application task
Module background process (optional)
Remote control method (optional)
Specific configuration
Error management
The modules can be added to the demonstration and use the common kernel resources. Th
e code below shows how to add a module to the demonstration.
A module is a set of function and data structures, which are defined in a global data structure, and provide all the information and pointers to specific methods and functions to the kernel. This later checks the integrity and the validity of the module and inserts its structure into a module table. A unique identifier (UID) identifies each module. When two modules have the same UID, the kernel rejects the second one.
The module structure is defined as follows:
id
: unique module identifier
name: pointer to module name
open_icon: pointer to module icon frames (array of bitmap format moving on the right)
close_icon: pointer to module icon (array of bitmap format moving on the left)
startup: the function creating the module frame and control buttons
DirectOpen: reserved for feature use.
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3.7 Backup and settings configuration

The STM32Cube demonstration saves the kernel and module settings using the following method:
Using the RTC backup register (32-bit data width): the data to save must be a 32-bit data and can be defined as a bit field structure.
Two kernel APIs are used to save or restore the structure from the RTC backup registers.

3.8 Storage units

The STM32Cube demonstration kernel offers a storage unit that is usable to retrieve audio, bitmaps and video media. The storage unit is initialized during the platform startup and thus it is available to all the modules during the STM32Cube Demonstration run time.
The unit is accessible through the standard I/O operations offered by the FatFS used in the development platform. The unit is mounted automatically when the physical media is connected to the connector on the board. (FatFS functions) used to deal with the physical storage unit.

Figure 8. Available storage units

Table 1 lists the file system interface functions
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Kernel description UM2222

Table 1. File system interface functions

Function Description
disk_initialize Initialize disk drive
disk_read Interface function for a logical page read
disk_write Interface function for a logical page write
disk_status Interface function for testing if unit is ready
disk_ioctl Control device dependent features
f_mount Register / unregister a work area
f_open Open / create a file
f_close Close a file
f_read Read a file
f_write Write a file
f_lseek Move read / write pointer, expand file size
f_truncate Truncate file size
f_sync Flush cached data
f_opendir Open a directory
f_readdir Read a directory item
f_getfree Get free clusters
f_stat Get a file status
f_mkdir Create a directory
f_unlink Remove a file or a directory
f_chmod Change attribute
f_utime Change timestamp
f_rename Rename / move a file or a directory
f_mkfs Create a file system on the drive
f_forward Forward file data to the stream directly
f_chdir Change current directory
f_chdrive Change current drive
f_getcwd Retrieve the current directory
f_gets Read a string
f_putc Write a character
f_puts Write a string
f_printf Write a formatted string
In the FatFS file system, the page size is fixed to 512 bytes. The SD cards with higher page size are not supported.
The software architecture of the storage unit is described in Figure 9.
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UM2222 Kernel description
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Figure 9. Software architecture

The FatFS is mounted upon the mass storage to allow an abstract access to the physical media through standard I/O methods.

3.9 Adding binary demonstration

The user can load a specific demonstration as a binary in a specific memory address. The specific demonstration is launched during the run-time of the native ST demonstration. The main demonstration (ST demonstration) jumps to the specific demonstration address. From the specific demonstration, the user can go back to the main demonstration by doing a hardware reset.
The specific demonstration must provide a control button named “Menu” that triggers a hardware reset and saves a specific signature in the backup SRAM.
Figure 10 shows how the main demonstration and the specific demonstration must be
mapped in the memory.

Figure 10. Demonstration memory mapping

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Kernel description UM2222
Main demonstration
Upon clicking on the specific demonstration icon in the main menu of the native main demonstration, a signature A is saved in the backup SRAM and a reset is performed.
During the next start of the ST demonstration, the signature is checked. If the result is A, the PC jumps to the specific demonstration memory location and the specific demonstration starts.
Specific demonstration
The specific demonstration must provide a GUI control button named “Menu”. When “menu” is activated, a signature B is saved in the backup SRAM and a reset is performed.
During the next start, the startup screen is bypassed and the main demonstration menu is directly shown.
Signature and base address
#define SPECIFC_DEMO_ADDRESS 0x08100000
#define SPECIFC_DEMO_SIGNATURE_A 0x5AA55AAA
#define SPECIFC_DEMO_SIGNATURE_B 0x5AA55BBB
Reset sequence
The reset sequence must be built as follows:
__HAL_RCC_RTC_ENABLE();
__HAL_RCC_PWR_CLK_ENABLE();
__HAL_RCC_BKPSRAM_CLK_ENABLE();
HAL_PWR_EnableBkUpAccess();
(...)
*(uint32_t *)(0x40024000) = SPECIFIC_DEMO_SIGNATURE_B;
NVIC_SystemReset();
In the system_stm32h7xx.c, the specific demonstration must change the vector table offset define (
#define VECT_TAB_OFFSET) to 0x100000. The system_init function then sets the VTOR (vector table offset register) to the specific demonstration base address (0x08100000).
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3.10 Demonstration repository

The STM32Cube is a component in the STM32Cube package. Figure 11 shows the demonstration folder organization.

Figure 11. Demonstration folder structure

In the STM32Cube package, the demonstration sources are located in the Demonstration folder of each supported board. The sources are divided into groups described as follows:
Core: contains the kernel files
GUI: contains the module core manager, the graphical aspect and the windowing
management of the modules. It contains also the binary file for added widgets based on STemWin graphical library.
Config: contains all components of the middleware and HAL configuration files
Modules: contains the applicative part of the modules
Binary: demonstration binary file in hex format
Project settings: a folder per toolchain containing the project settings and the linker
files.
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Kernel description UM2222

3.11 Kernel components

Function Description
Kernel core Kernel core and utilities
Modules User and system modules
STM32 HAL Drivers STM32Cube HAL driver relative to the STM32 device used
BSP drivers Evaluation board (or Discovery kit) BSP drivers
CMSIS
FatFS FatFS file system
FreeRTOS FreeRTOS real-time operating system
STemWin STemWin graphical library

3.12 Kernel core files

Function Description
main.c Main program file
stm32h7xx_it.c Interrupt handlers for the application
k_bsp.c Provides the kernel BSP functions

Table 2. Kernel components list

CMSIS Cortex-M7 device peripheral access layer system source file

Table 3. Kernel core files list

k_menu.c Kernel menu and desktop manager
k_module.c Modules manager
stm32h7xx_hal_timebase_tim.c Use the hardware timer to configure the time base
k_rtc.c RTC and backup manager
k_startup.c Demonstration startup windowing process
k_storage Storage units manager
startup_stm32h7xxxx.s Startup file
cpu_utils.c CPU load calculation utility
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3.13 Hardware settings

The STM32Cube demonstration supports STM32H7 Series devices and runs on STM32H743I-EVAL, STM32H747I EVAL, STM32H747I DISCO and STM32H747I DISC1 boards from STMicroelectronics.

Figure 12. STM32Cube demonstration boards

1. Pictures are not contractual.
Board Jumper Position description
STM32H743I-EVAL
and
STM32H747I-EVAL
STM32H747I-DISCO
and
STM32H747I-DISC1

Table 4. Jumpers for demonstration boards

Status: not fitted
JP3
JP9
JP10 Position: PSU position. For power supply jack (CN10)
JP3
JP6
The Bootloader_BOOT is managed by pin 6 of connector CN7 (RS232 DSR signal) when JP1 is closed. This configuration is used for boot loader application only.
Status: fitted Used to measure MCU current consumption manually
Status: fitted Used to measure MCU current consumption manually
Position: STlk (STLINK) Used to select power supply source.
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How to create a new module UM2222

4 How to create a new module

A module is composed of two main parts: the graphical aspect and the set of associated functionalities.

4.1 Creating the graphical aspect

The graphical aspect consists of the mainframe window plus the full set of the visual elements (such as buttons, checkboxes and progress bars), used to control and monitor functionalities of the modules.
A very useful PC application, the GUIBuilder, provided into the demonstration package, allows an easy and quick creation of the module frame window and all its components.

Figure 13. GUIBuilder overview

It only takes a few minutes to completely design the module appearance using “drag and drop” commands and then to generate a source code file to be included totally or partially into the application.
The file generated is composed of the two main parts listed below:
A resource table: GUI_WIDGET_CREATE_INFO type of table, which specifies all the
widgets to be included in the dialog and also their respective positions and sizes
A dialog procedure: described more in detail in section Error! Reference source not
found (it is referred to as “main module callback routine”).

4.2 Graphics customization

After creation of the basic module graphical appearance, it is possible to customize some graphical elements, such as the buttons, by replacing the standard aspect by the user-defined image. To do this, a new element drawing callback must be created and used instead of the original one.
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Here is an example of a custom callback for the Play button.
On the code portion above, the _OnPaint_play routine contains just the new button drawing command.
Obviously the new callback must be associated to the graphical element (in our case the Pla
y button) when it is created, like below.

Figure 14. Graphics customization

4.3 Module implementation

Once the graphical part of the module is finalized, the module functionalities and processes can be added.
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How to create a new module UM2222
It begins with the creation of the main module structure as defined in Section 3.6: Module
manager. Each module has its own Startup function that co
creation, initialization and link
In the example above, _cbDialog refers to the main module callback routine. Its general skeleton is structured as follows.
to the main callback.
nsists of the graphical module
The list of window messages presented in the code portion above (WM_INIT_DIALOG and WM_NOTIFY_PARENT) is not exhaustive, but represents the essential message IDs used:
WM_INIT_DIALOG allows
initial values. It is also possible to restore the backup parameters (if any) to be used during the dialog procedure.
WM_NOTIFY_PARENT describes the dialog procedure, for example the definition of
each button behavior.
The full list of window messages is available in the WM.h file.
the graphical elements initialization with their respective

4.4 Adding a module to the main desktop

Once the appearance and functionality of the module are defined and created, the module still needs to be added to the main desktop view. This is done by adding it to the list (structure) of menu items: module_prop[] defined into k_module.h. To do this, k_ModuleAdd() function must be called just after file. Note that the maximum modules number in the demonstration package is limited to 15; this value can be changed by updating MAX_MODULES_NUM defined into k_module.c.
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UM2222 Demonstration customization and configuration
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5 Demonstration customization and configuration

5.1 LCD configuration

The LCD is configured through the LCDConf.c file. Amongst the several parameters that can be set in this file, some are detailed below:
Multiple layers:
The number of layers used is defined using GUI_NUM_LAYERS. Its value must not exceed the one defined into GUIConf.h (the later represents the maximum number of available layers supported when the STemWin binary is generated).
Multiple buffering:
If NUM_BUFFERS is set to a value "n" greater than 1, it means that "n" frame buffers are used for drawing operation (see section Error! Reference source not found for the impact of multiple buffering on performance).
Virtual screens:
If the display area is greater than the physical size of the LCD, NUM_VSCREENS must be set to a value greater than 1. Note that virtual screens and multi buffers are not allowed together.
Frame buffers locations:
The physical location of the frame buffer is defined through LCD_LAYERX_FRAME_BUFFER.

5.2 Layer management

In the demonstration package, GUI_NUM_LAYERS is set to 2 (both layers are used):
Layer 0 is used for the main desktop display.
Layer 1 is used for video player module playback.

Figure 15. LCDConf.c location

Such display separation helps to lighten the CPU usage during the refresh tasks.
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Demonstration customization and configuration UM2222
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5.3 BSP customization

5.3.1 SDRAM configuration

The BSP SDRAM driver offers a set of functions to initialize, read/write in polling mode or DMA mode.
Figure 16. SDRAM initialization
The SDRAM external memory must be initialized before the GUI initialization to allow the SDRAM to be used as LCD layers frame buffer.
Layer Address
LCD layer 0 0xD000 0000
LCD layer 1
1. NUM_VSCREENS: number of virtual screen defined in LCDConf.c file.
2. NUM_BUFFERS: number of multi buffer defined in LCDConf.c file.
Table 5. LCD frame buffer locations
0xD0000000 + (size of frame buffer * NUM_VSCREENS
(1)
* NUM_BUFFERS)
(2)
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5.3.2 Touchscreen configuration

The touchscreen is controlled by the BSP TS driver, which uses the exc7200 component in case of the STM32H743I-EVAL board, and the ft6x06 component for the STM32H747I EVAL and STM32H747I DISCO boards.
Figure 17. Touch screen configuration
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The touch screen is initialized in k_BspInit following the used screen resolution as shown in the code below.
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UM2222 Performance
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6 Performance

6.1 CPU cache

The STM32CubeH7 demonstration takes benefit from Cortex-M7 performance:
16 Kbytes dedicated to instruction cache
16 Kbytes dedicated to data cache

Figure 18. STM32H7 Series system architecture

Using the STM32H7 Series, the CPU load is decreased with video module from 87% to 5% compared to STM32F7 Series, thanks to the hardware JPEG decoding and the support of hardware conversion from YCbCr to RGB using Chrom-ART Accelerator.
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Figure 19. Performance of STM32H7 Series versus STM32F7 Series

The instruction cache and data cache are enabled in the main.c file as shown in the code below.

6.2 Multi buffering features

The multiple buffering is the use of more than one frame buffer, so that the display ever shows a screen that is already completely rendered, even if a drawing operation is in process. When starting the process of drawing, the current content of the front buffer is copied into a back buffer. After that, all drawing operations take effect only on this back buffer. After the drawing operation has been completed, the back buffer becomes the front buffer. Making the back buffer the visible front buffer normally only requires the modification of the start address in the frame buffer register of the display controller. Now it must be considered that the display refreshes a display approximately 60 times per second. After each period, there is a vertical synchronization signal, known as VSYNC signal. The best moment to make the back buffer the new front buffer is this signal. If not considering the VSYNC signal, tearing effects may occur, as shown in Figure 20 below.
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Figure 20. Example of tearing effect

6.3 Multi layers feature

The windows can be placed in any layer or display. Drawing operations is usable on any layer or display. Since there are only small differences from this point of view, multiple layers and multiple displays are handled in the same way (using the same API routines) and are simply referred to as multiple layers, even if the particular embedded system uses multiple displays.

Figure 21. Independent layer management

6.4 Hardware acceleration

With the STM32H7 demonstrations, the hardware acceleration capabilities of the STM32H7 devices are used. STemWin offers a set of customization callbacks to change the default behavior based on the hardware capabilities.
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The optimized processes are implemented in the LCDConf.c file, with the following features:
Color conversion
STemWin works internally with logical colors (ABGR). To be able to translate these values into index values for the hardware and vice versa, the color conversion routines automatically use the DMA2D for that operation if the layer works with direct color mode. This low-level implementation secures that the DMA2D is used each time multiple colors or index values need to be converted.
Drawing of index-based bitmaps
When drawing index-based bitmaps, STemWin first loads the bitmap palette into the DMA2Ds LUT (lookup table) instead of directly translating the palette into index values for the hardware. Then, one single DMA2D function call performs the drawing operation.
Drawing of high-color bitmaps
If the layer works in the same mode as the high-color bitmap has its pixel data available, one DMA2D function call can draw these bitmaps. The following function is used to set up such a function:
LCD_SetDevFunc(LayerIndex, LCD_DEVFUNC_DRAWBMP_16BPP, pFunc);
Filling operations
Setting up the function for filling operations:
LCD_SetDevFunc(LayerIndex, LCD_DEVFUNC_FILLRECT, pFunc);
Copy operations
Setting up the functions for copy operations used by the function GUI_CopyRect():
LCD_SetDevFunc(LayerIndex, LCD_DEVFUNC_COPYRECT, pFunc);
Copy buffers
Setting up the function for transferring the front buffer to the back buffer when using multiple buffers:
LCD_SetDevFunc(LayerIndex, LCD_DEVFUNC_COPYBUFFER, pFunc);
Fading operations
Setting up the function for mixing up a background and a foreground buffer used for fading memory devices:
GUI_SetFuncMixColorsBulk(pFunc);
General alpha blending
The following function replaces the function that is used internally for alpha blending operations during image drawing (PNG or true color bitmaps) or semitransparent memory devices:
GUI_SetFuncAlphaBlending(pFunc);
Drawing antialiased fonts
Setting up the function for mixing single foreground and background colors used when drawing transparent ant aliased text:
GUI_SetFuncMixColors(pFunc).
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6.5 Hardware JPEG Decoding

The JPEG peripheral provides a fast and simple hardware compressor and decompressor of JPEG images with the full management of JPEG headers. The JPEG decoder outputs are organized in YCbCr blocks.
The STM32F7 and STM32H7 Series devices support the hardware JPEG decoding.
Using the STM32F7 Series, the conversion from YCbCr to RGB is performed by software. Using the STM32H7 Series, the YCbCr to RGB conversion is accelerated by the Chrom-ART allowing to reach 100 fps with 640x480 resolution versus 38 fps with the STM32F7 Series.
Note: For more details about the JPEG hardware codec performance, please refer to the
application note “JPEG hardware codec peripheral in STM32F76/77xxx and STM32H7x3 line microcontrollers” (AN4996).

Figure 22. Hardware JPEG decoding

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7 Footprint

The purpose of the following sections is to provide the memory requirements for all the demonstration modules, including JPEG decoder and STemWin main GUI components. The aim is to have an estimation of memory requirement in case of suppression or addition of a module or a feature.
The footprint data is provided for the following environment:
Toolchain: IAR 7.80
Optimization: high size
Board: STM32H743I-EVAL.
Table 6 shows the code memory, data memory and constant memory used for each module.

Table 6. Modules footprint

(1)
Module
Audio 5688 26876 1318945
Video 5424 100228 231664
Graphic effect 2260 112 10041307
Clock & weather 6032 844 3061328
Rocket games 2052 484 1715108
System info 1152 0 120164
1. All the resources used in the demonstration are stored in the Quad-SPI Flash memory.
Code memory
(bytes)

7.1 STemWin features resources

7.1.1 JPEG decoder

The JPEG decompression uses approximately 33 Kbytes of RAM for decompression independently of the image size and an amount of bytes depends on the image size. The RAM requirement can be calculated as follows:
Approximate RAM requirement = X-Size of image * 80 bytes + 33 Kbytes.
Table 7. RAM requirements for some JPEG resolutions
Data memory
(bytes)
Constant memory
(bytes)
Resolution RAM usage (Kbytes)
160x120 45.5 12.5
320x340 58.0 25.0
480x272 70.5 37.5
640x480 83.0 50.0
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The memory required for the decompression is allocated dynamically by the STemWin memory management system. After drawing the JPEG image, the complete RAM is released.

7.1.2 GUI components

The operation area of STemWin varies widely, depending primarily on the application and features used. In the following sections, memory requirements of various modules are listed, as well as the memory requirements of example applications.
Table 8 shows the memory requirements of the STemWin main components. These values
depend a lot on the compiler options, the compiler version and the CPU used. Note that the listed values are the requirements of the basic functions of each module.
Table 8. MemoSTemWin components memory requirements
Component
ROM
(Kbytes)
Windows manager 6.2 2.5 K
Memory devices 4.7 7 K
Antialiasing 4.5 2 * LCD_XSIZE
RAM
(bytes)
Description
Additional memory requirements of basic application when using the Windows manager
Additional memory requirements of basic application when using memory devices
Additional memory requirements for the antialiasing software item
The memory requirements of the driver
Driver 2 to 8 20
depend on the configured driver and the presence of a data cache. With a data cache, the driver requires more RAM.
If working with a multi-layer or a multi-display
Multi-layer 2 to 8 -
configuration, additional memory is required for each additional layer, because each requires its own driver.
Core 5.2 80
Memory requirements of a typical application without using additional software items
JPEG 12 36 K Basic routines for drawing JPEG files
GIF 3.3 17 K Basic routines for drawing GIF files
Sprites 4.7 16 Routines for drawing sprites and cursors
Font 1 to 4 Depends on the font size to be used
Table 9. Widget memory requirements
(1)
Component ROM (Kbytes) RAM (bytes)
BUTTON 1 40
CHECKBOX 1 52
DROPDOWN 1 52
EDIT 1 28
FRAMEWIN 1 12
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Table 9. Widget memory requirements
(1)
(continued)
Component ROM (Kbytes) RAM (bytes)
GRAPH 1 48
GRAPH_DATA_XY 1 -
HEADER 1 32
LISTBOX 1 56
LISTVIEW 1 44
MENU 1 52
MULTIEDIT 1 16
PROGBAR 1 20
RADIO BUTTON 1 32
SCROLLBAR 1 14
SLIDER 1 16
TEXT 1 16
CALENDAR 1 32
1. The listed memory requirements of the widgets contain the basic routines required for creating and drawing
the widget. Depending on the specific widget, several additional functions available that are not listed in this table.
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8 Functional description of STM32H743I-EVAL,
STM32H747I-EVAL and STM32H747I-DISCO demonstration modules

8.1 STemWin

8.1.1 Audio player

Overview
The audio player module provides a complete audio solution based on the STM32H7 WAV format but may be extended to support other compressed formats such as MP3 and WMA audio formats.
Features
Audio format: WAV format without compression with 8 k to 96 k sampling
Embedded equalizer and loudness control
Performance: MCU Load < 5 %
Audio files stored in SD card or USB storage
Only 8-Kbyte RAM required for audio processing
Series, and delivers a high-quality music experience. It supports playing music in
Note: MP3 format supported only by STM32H747 EVAL and Discovery boards.
Architecture
Figure 23 shows the different audio player parts and their connections and interactions with
the external components.
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Performance
Figure 24 shows the used performance mechanisms in audio process and audio player.
Figure 24. Audio player module process
Process description
The audio player initialization is done in startup step. In this step, all the audio player states, the speaker and the volume value are initialized only when the play button in the audio player interface is pressed to start the process.
Figure 25 shows the audio player module startup from the main desktop menu.
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Figure 25. Audio player module startup
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Hardware connectivity
Figure 26. Connectivity of audio player module hardware
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Audio player module controls
Button Preview Brief description
Play
Pause
Stop
Table 10. Audio player module controls
– Change the audio player state to "AUDIOPLAYER_PLAY" – Read the wave file from storage unit – Set the frequency – Start or resume the audio task – Start playing audio stream from a data buffer using
BSP_AUDIO_OUT_Play function in BSP audio driver
– Replace play button by pause button
– Suspend the audio task – Pause the audio file stream – Replace pause button by play button
– Close the wave file from storage unit – Suspend the audio task – Stop audio playing – Change the audio player state to "AUDIOPLAYER_STOP"
Previous
Next
Add file to playlist
Visualization
Menu
Vol ume
Time
– Point to the previous wave file – Stop audio playing – Start playing the previous wave file if play button is pressed
– Point to the next wave file – Stop audio playing – Start playing the next wave file if play button is pressed
– Open playlist window – Add audio file from SD Card or choose audio file to play
Disable or enable the display of graphic animation based on real time PCM audio samples
Close audio player module
– Volume up – Volume Down
– Move the Music time forward – Move the Music time back
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8.1.2 Video player

Overview
The video player module provides a video solution based on the STM32H7 Series and STemWin movie API. It supports playing movie in AVI format.
Features
Video format: AVI video format
Performance: MCU Load < 5 % and rate up to 25 fps
Video files stored in SD card
Use of the two LCD layers (playback control and video display)
64-Kbyte RAM required for JPEG decoding
Figure 27 shows the different video player modules and their connections and interactions
with the external components.
Figure 27. Video player module architecture
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Performance
Figure 28 shows the GUI, display and video player process and performance.
Figure 28. Video player module process
Functional description
Figure 29 shows the video player module startup by touching the video player icon.
Figure 29. Video player module startup
Note: After 5 seconds without touching the screen, the video controls buttons Play, Next, Previous
and Exit disappear.
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Table 11 summarizes the different actions behind each control button.
Button Preview Brief description
Play Pause
Previous
Next
Table 11. Video player module controls
– Read the AVI file from storage unit – Start playing audio stream – Replace play/pause button by pause/play button
– Point to the previous AVI file – Stop video playing – Start playing the previous AVI file
– Point to the previous AVI file – Stop video playing – Start playing the previous AVI file
HW JPEG
ChromART
Exit
Volume
– Enable and disable the JPEG hardware decoding
– Enable and disable the use of Chrom-ART for YCbCr to
ARGB conversion
– Close video player module
– Volume up – Volume down
– Move the video time forward – Move the video time back
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8.1.3 Rocket game

Overview
The rocket game shows the graphic performance of the Chrom-ART Accelerator. The objective is to control the rocket by moving it on the screen. The player has to collect the maximum number of coins to get the best score.
Functional description
1. Start the rocket game by touching the game icon (see Figure 30).
Figure 30. Rocket game startup
2. Press the Play button to start playing and control the rocket by moving on the screen to
collect the maximum number of coins and avoid the crash with the planets.
Figure 31. Rocket game ongoing
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3. Game is over when the rocket crashes the planet.
Figure 32. Rocket game end

8.1.4 Clock and weather

Overview
The clock and weather module allows the time and date display and adjustment by changing the real-time configuration (RTC).
Note: Only graphical aspect of the weather functionality is integrated.
1. Start the module by touching the clock and weather icon.
Figure 33. Clock and weather startup
2. Press Settings button to choose the clock and change the skin.
Figure 34. Clock and weather module settings
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Figure 35 shows the different skins available when changing the clock.
Figure 35. Clock and weather module skins
3. Press Next and Previous buttons to set the time and date.
4. Press Menu button to return to the main window of the module.

8.1.5 Graphic effect

Overview
The graphic effect module demonstrates the computing capabilities of the platform to render a real-time effect at full screen resolution.
The implemented filters are the following:
Edge detection filter
Smoothing filter
Sharping filter
Raising filter
Motion blur filter
The CPU load metrics are displayed on the middle of the top screen.
Figure 36. Graphic effect main screen
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Note: The BMP files used with this module need to be stored in the SD card or USB storage and
under “BMP” folder.

8.1.6 Dual core module

Overview
The dual core module demonstrates the platforms dual core capability while decoding four video files and rendering fractal bitmap.
Checking the check box offloads the fractal rendering on the second core (CM4). This should decrease the CM7 core loading.
Figure 37. Dual core module

8.1.7 System information

Overview
The system information shows the main demonstration information, such as the used board, the STM32H7 part number, the current CPU clock and the demonstration revision.
Figure 38. System information main screen
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8.2 TouchGFX demonstration

Overview

The TouchGFX demonstration is available in binary format.
To show the TouchGFX demonstration, the user needs to load the full binary file available under Demonstration/binaries
- STM32CubeDemo_STM32H743-Eval_VX.Y.Z_FULL.hex.
Figure 39. TouchGFX demonstration

8.2.1 Audio player module

Overview
The audio player module provides a complete audio solution based on the STM32H7 Series and delivers a high-quality music experience. It supports playing music in WAV format but may be extended to support other compressed formats such as MP3 and WMA audio formats. In the audio module, the user can select which song to play, whether by selecting it from the playlist consisting of all the songs on the device, or by going through the directories where the songs are. The audio player also consists of an equalizer that enables the user to adjust the sound.
Figure 40. TouchGFX - Audio player module
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Figure 41. The three audio menus, playlist (left), directories (middle) and equalizer (right)

8.2.2 Graphics effect

Overview
Graphics Effect shows how TouchGFX is able to use the texture mapper to change the transparency, rotate and scale images at run-time.
The module consists of a 3D cube, which rotates, and two sliders, with which the user can change the scale and transparency of the cube.
Functional Description
1. When the module is entered, a cube is visible in the center of the screen.
Figure 42. Graphics effect module
2. Moving the left slider changes the transparency and moving the right slider, changes
the scale.
3. Swiping the cube results in the rotation of the cube speeds up in the direction of the
swipe.

8.2.3 Video player module

Overview
The video player module provides a video solution based on the STM32H7 Series and the TouchGFX APIs. It supports the playing movie in AVI format.
In the video player module, the user is able to see the effect of the JPEG decoder, by turning it on/off while a video is playing. Selecting a video is whether done via a playlist consisting of all the videos on the device, or by going through the directories where the videos are placed.
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Figure 43. TouchGFX - Video player module
Figure 44. The three video player menus, video player (left), directory (middle) and playlist (right)

8.2.4 Time and calendar module

Overview
The time and calendar lets the user change the time and date which is handle by the real­time configuration (RTC). In the module, the user is also able to select different watch faces to show the time.
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Functional description
1. Entering the module, a clock and a calendar displays the time and that is currently in
the RTC, together with the selected watch face.
Figure 45. TouchGFX - Time and calendar module
2. Pressing the settings button changes the menu to the clock face setting, which is
selected by pressing next.
3. After choosing a clock face, the user can set the time and confirm it by pressing next.
4. The last setting is the date, which is set by pressing done. If the icon in the top left
corner the Time and calendar module is exited and the changes that has not been confirmed by pressing done is discarded.
Figure 46. The three settings menus, watch face (left), set time (middle) and set date (right)

8.2.5 Home control module

Overview
The Home Control module allows the user to control the lights, blinds and security for the different rooms in a house. The module also lets the user view statistic based on the controllable elements.
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Functional description
1. Entering the module brings up a menu, which lets the user select between the four
options Light, Blinds, Security and Statistics.
Figure 47. TouchGFX - Home control module
2. In the light and security menus, the user is
able to turn the two settings ON/OFF for single rooms and in the blinds menu the user is able to adjust how much the blinds are open.
Figure 48. Menu to set the blinds, like light and security but options only to tune on and off
3. Entering the security and statistics menus requires a login in pattern.
4. In the statistics screen, graphs are used t
o show the statistics for the three options.
Screen lock (left) and statistics menu (right)
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8.2.6 Light effect module

The light effect module shows the calculation capabilities of the STM32H7 microcontroller via an advanced controlled light effect.
Figure 49. TouchGFX - Light effect module
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8.2.7 External hardware module

The external hardware module shows how TouchGFX can communicate with other parts of the H7.
In the module are the user able to view the MCU Junction temperature and adjust the screen brightness.
When entering the module the user is presented with the Junction temperature and by swiping right, the user is able to use a slider to adjust the screen brightness.
Figure 50. TouchGFX - External hardware module

8.2.8 Bird eat coin

Overview
The Bird Eat Coin game highlights the graphic performance of the Chrom-ART Accelerator.
The goal of the game is to use the bird to "eat" the coins coming at the bird to score points.
If the bird eats a bullet instead of a coin the game is lost and the score resets to 0.
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Functional Description
1. When entering the Bird Eat Coin from the main menu the game starts.
Figure 51. Bird eat coin game
2. To move the bird up and down, the user has to press the left button, with the wing, in the bottom to move up, and release it to move down.
3. To see the performance enhancement that the Chrom-ART Accelerator delivers, Chrom-ART can be enabled or disabled by pressing the right button, with the ST logo, in the bottom.

8.2.9 Knight hit zombie game

The knight hit zombie game shows the graphic performance of the Chrom-ART Accelerator and TouchGFX graphical stack.
Figure 52. TouchGFX - Knight hit zombie game

8.2.10 2048 Puzzle game

Overview
The 2048 game module, is the classic game 2048 created with TouchGFX, which show cases the high-quality graphics and smooth animations that TouchGFX delivers. In the game, the user can either play the game or simulate a game by selecting auto play. To describe how the game is played a How To Play button opens a modal window, which contains the rules.
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1. When the 2048 module is entered, the game is started and the user can interact with the game board.
Figure 53. 2048 Puzzle game module
2. To restart the game the user can select the button New Game.
3. Simulating a game is done by pressing the Auto Play button and the tiles I being moved by the H7.
4. Selecting How To Play opens a modal windows, which describes the rules and the goal of the game.
Figure 54. The How To Play modal window
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8.3 Embedded wizard demonstration

8.3.1 Overview

The embedded wizard demonstration is available in binary format.
To show the embedded wizard demonstration, the user needs to load the full binary file available under Demonstration/binaries
- STM32CubeDemo_STM32H743-Eval_VX.Y.Z_FULL.hex
Figure 55. Embedded wizard demonstration

8.3.2 Video player module (only H743I-EVAL)

The video player module provides a video solution based on the STM32H7 Series and the embedded wizard APIs. It supports the playing movie in AVI format.
The video files must be named as follows:
video0_800_480.avi
video1_800_480.avi
video2_800_480.avi
video3_800_480.avi
Figure 56. Embedded wizard - Video player module
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8.3.3 Graphic effect module (only H743I-EVAL)

The graphic effect module demonstrates the computing capabilities of the platform to render a real-time effect at full screen resolution.
The implemented filters are the following:
Edge detection filter
Smoothing filter
Sharping filter
Raising filter
Motion blur filter
The CPU load metrics are displayed on the middle of top screen.
Figure 57. Embedded wizard - Graphic effect module

8.3.4 TapTap plane module (only H743I-EVAL)

The TapTap plane module allows the user to control a plane by touching anywhere on the screen. The player has to collect the maximum number of stars to get the best score.
To display the processing capabilities of STM32H7 Series, the user can enable or disable the Chrom-ART Accelerator by pressing on the Chrom-ART button at the bottom right of the screen.
Figure 58. Embedded wizard - TapTap plane module
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8.3.5 Graphics accelerator module

The graphic accelerator module is used to display the Chrom-ART accelerator capabilities and how it offloads the CPU.
The five operations listed below are used:
Alpha8 blend
Rectangle copy
Bitmap copy
Rectangle blend
Bitmap blend
Figure 59. Embedded wizard - Graphics accelerator module

8.3.6 Waveform generator module

The waveform generator module displays the possibility to emulate waveform generation and signal frequency display.
Figure 60. Embedded wizard - Waveform generator module
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8.3.7 Screen saver module (only H743I-EVAL)

The screen saver module is used to display a rotating clock that provides the current time while it is spinning around the three axis (x, y and z).
The spinning operation uses intensive CPU calculation to highlight the CPU capabilities.
Figure 61. Embedded wizard - Screen saver module

8.3.8 Charts demonstration

Overview
Graphic module showing charts demonstration.
Figure 62. Charts demonstration
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8.3.9 Climate cabinet

Overview
Graphic module showing a climate cabinet application.
Figure 63. Climate cabinet

8.3.10 Brick game

Overview
Control the paddle by touching and moving it right and left to bounce the ball and destroy all bricks.
Figure 64. Brick game
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8.3.11 Fitness tracker

Overview
Graphic module showing a fitness tracker application.
Figure 65. Fitness tracker

8.3.12 Paper cutter

Overview
Graphic module showing a paper cutter application.
Figure 66. Paper cutter
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8.3.13 Washing machine

Overview
Graphic module showing Washing machine application.
Figure 67. Washing machine
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9 Functional description of the STM32H745I-DISCO
demonstration modules
The STM32H745I dual core Discovery board demonstration aims to highlight the dual core aspects and the analog features of the STM32H745I dual core device.
The Demonstration is based on a main menu that is usable to switch between:
Oscilloscope and signals generator application
EEMBC
System information display

9.1 Main graphical interface

Overview
®
CoreMark® application (provided in binary format)
The main graphical interface of the demonstration allows the user to select the application to launch. Here it is possible to run the Oscilloscope, the EEMBC display the system information.
®
CoreMark® applications or
Content
The graphical interface contains three buttons to select by the user:
Oscilloscope and signals generator
EEMBC
®
CoreMark® benchmark

Figure 68. Main menu

9.2 System information

The system information shows the main demonstration information such as the board name, the used device part number, the CPU speeds and demonstration firmware version.
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Figure 69. System information module

9.3 EEMBC® CoreMark

Figure 70. EEMBC® CoreMark® application

EEMBC® CoreMark® is a benchmark that measures the performance of the microcontrollers (MCUs) and central processing units (CPUs) used in embedded systems.
This application shows the STM32H745 device Cortex-M7 and Cortex-M4 scores based on this benchmark.
A simple touch on the screen starts the benchmark simultaneously on both Cortex-M7 and Cortex-M4 and displays the score on real STM32H745 device giving:
~2020 CoreMarks for Cortex-M7
~583 CoreMarks for Cortex-M4
®
Algorithm Conditions:
CPU frequency: Cortex-M7 @ 400MHZ, Cortex-M4 @ 200MHZ
Code: Cortex-M7 Flash Bank1, Cortex-M4 Flash Bank2
RW data: Cortex-M7 in DTCM, Cortex-M4 in D2 domain SRAM
Cortex-M7 L1-Cache ON, Cortex-M4 ART ON
Number of iterations: Cortex-M7 25000, Cortex-M4 10000
Compiler: IAR embedded workbench for ARM 7.80
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By Default, the STM32H745I-DISCO board is configured to operate in SMPS power mode to reach 400
When the board is configured in LDO power mode (with the appropriate solder bridges), the STM32H745I can be overclocked to 480 Cortex-M4, giving the following CoreMarks performances:
~2424 CoreMarks for Cortex-M7
~800 CoreMarks for Cortex-M4
Hardware and software steps to switch from SMPS power configuration to LDO are detailed in the file Demonstration/STM32H745-Discovery_Demo/CM7/Inc/main_common.h within the STM32CubeH7 MCU package.
MHz clock for the Cortex-M7 and 200 MHz for the Cortex-M4.
MHz for the Cortex-M7 and 240 MHz for the

9.4 Oscilloscope and signals generator

Figure 71. Oscilloscope and signals generator application

9.4.1 Overview

This application is intended to demonstrate dual core and analog feature capabilities of the STM32H745 device. Each core is configured to handle a specific analog application:
Cortex-M7 core:
Execution from the internal flash
Handle of the signals generator application (SG)
Cortex-M4 core:
Execution from D2 domain local RAM. Cortex-M4 code is stored in a dedicated Flash section then loaded in the target execution D2 RAM by the Cortex-M7
Handle of the digital signal oscilloscope (DSO).
The digital signal oscilloscope (DSO) can be used together with the signal generator application (SG) or with an external signal generator. In this case, the signal generator application (SG) can be shut down by pressing the user button in order to put the Cortex-M7 power domain (D1 domain) in STANDBY mode.
Consequently, only the Cortex-M4 domain (D2 domain) keeps running the oscilloscope application. The execution scheme is performed to allow this optimized power configuration:
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The Cortex-M4 is executed from D2 RAM. It uses only D2 domain peripherals, to put the D1 domain in standby mode safely.

9.4.2 Features

Analog features:
ADC oversampling, 16 bits resolution, Fast channels mode, dual ADC mode.
Data acquisition and sampling using the STM32H7 peripherals
Dedicated PC GUI:
The Digital Signal Oscilloscope (DSO) comes with a dedicated PC Graphical User Interface. This GUI is available under PC_Software within the demonstration Package, to change the oscilloscope settings, visualize the acquired signals and perform mathematical processing.
Communication between the GUI and the STM32H7 is ensured by UART through ST-Link Virtual COM port.
Signal generator:
The signal generator is based on the STM32H745 DAC to generate different signal patterns.
The signal can be then injected into the Oscilloscope using an external wire connection from the DAC output pin to the ADC input pin.
The application provides an HMI on the board LCD display to change the following configurations:
Signal type: DC, square, sine, triangle, escalator or noise
Signal frequency: 5,000 kHz to 130,000 kHz
Signal amplitude: 0.100 V to 3.300 V
Brief status current output signal
Dual Core aspect:
The demonstration is split between the STM32H745 Cores (Cortex-M4 and Cortex-M7) as follow:
Cortex-M4 to handle data acquisition and communication with the PC GUI
Cortex-M7 to handle the auto test mode (LCD HMI, DAC control)
Cortex-M7 goes to low power mode when auto test mode is switched off.
User button let the STM32H745 D1 power domain enter or exit standby mode
The entire STM32H745 D1 power domain is Standby in stop mode including the
FLASH, Cortex-M4 continue running his code from D2 domain RAM.
The figure below summarizes the whole process and shows how the different demonstration modules are split between the Cortex-M7 and Cortex-M4.
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Figure 72. Oscilloscope and signals generator overview

9.4.3 Hardware and software setup

1. Install the PC GUI application on your PC
This application is used to:
a) Configure the ADC parameters
b) Receive and visualize samples acquired by the ADC and sent by the Cortex-M4
The communication between the PC application and the STM32H745I-DISCO is ensured by the ST-Link USB connector used as Virtual COM port
Connect the STM32H745I-DISCO USB ST-LINK port to the PC
2. STM32H745I-DISCO HW setup
In order to inject the signal generator output to the oscilloscope input, use an external wire connection from the on-board STMod+ (pin13) to CN7 (pin A2) as shown in
STMod+ (pin13): the signal generator (DAC) output pin
CN7 (pin A2): this is the Oscilloscope (ADC) input pin
Figure 73:
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Figure 73. Signal generator to oscilloscope connection
The user may choose to inject his own signal to the oscilloscope, in this case:
Remove the STMod+ (pin13) to CN7 (pin A2) connection
Inject the signal to be sampled by the oscilloscope: connect external signal source to
CN7 (pin A2)
The signal parameter must be as follow:
Amplitude: from 0 to 3.3 V
Frequency: up to 1 MHz
Figure 74. External signal to oscilloscope connection

9.4.4 How to use

1. PC Software Side:
Start the PC oscilloscope application
In the Communication Settings
Select the Serial Port corresponding to the ST-Link Virtual COM
Select the Baud Rate 115200
Click on Connect
Click on Start Scope to visualize the input signal.
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Figure 75. PC oscilloscope screen
2. STM32H745I-DISCO board side:
The user may select the type, amplitude and frequency of the signal generator from the LCD by touching the corresponding buttons.
Figure 76. STM32H745I-DISCO board screen
If there is no user action on the touchscreen during 15 seconds, the signal generator goes to auto mode, randomly changing the signal type, frequency and amplitude.
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The user may switch off the Cortex-M7 (D1 domain goes to standby mode):
Press User button on the STM32H745I-DISCO board to put D1-Domain in standby mode
All the STM32H745 D1 power domain goes to standby (including the Cortex-M7
and the internal FLASH and the LCD controller).
The D2 domain remains in run mode with Cortex-M4 running from the local D2
RAM.
The signal generator output is switched off (DAC is stopped) and the LCD is
shutdown.
The Cortex-M4 still executes the oscilloscope application.
An external signal must be connected to the oscilloscope (ADC) input (pin A2 on
CN7 connector).
Pressing again the user button wakes up the Cortex-M7 D1 power Domain and resumes the signal generator application
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Revision history

Table 12. Document revision history

Date Revision Changes
8-Dec-2017 1 Initial version
Updated Introduction, Section 8 to add new supported
12-Jun-2019 2
boards and applications Added Section 9 specific to STM32H745I-DISCO
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