Visual Studio Code: Difference between revisions
m (improving launch.json output console) |
m (refactoring all the files & removing the makefile tools extension) |
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* (optional but recommended) To keep your configuration settings, plugins, ... specific to Dreamcast projects only: | * (optional but recommended) To keep your configuration settings, plugins, ... specific to Dreamcast projects only: | ||
# Create a "Profile" (Menu: File-Preferences-Profiles) called "Dreamcast" | # Create a "Profile" (Menu: File-Preferences-Profiles) called "Dreamcast" | ||
* | * Install the following extensions: (Menu: View-Extensions) | ||
# [https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools C/C++] from Microsoft | # Required: | ||
# [https://marketplace.visualstudio.com/items?itemName=ms-vscode.makefile-tools Makefile Tools] from Microsoft | ## [https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools C/C++] from Microsoft | ||
# Optional: | |||
## TODO: add useful extensions | |||
# (Not recommended at this moment:) | |||
## ([https://marketplace.visualstudio.com/items?itemName=ms-vscode.makefile-tools Makefile Tools] from Microsoft: the current version (June 2023) is not really adapted for remote debugging) | |||
== Setup per Project == | == Setup per Project == | ||
Line 51: | Line 55: | ||
"C_Cpp.default.intelliSenseMode": "", | "C_Cpp.default.intelliSenseMode": "", | ||
"terminal.integrated.profiles.linux": { | "terminal.integrated.profiles.linux": { | ||
"kos-bash": { | "kos-bash": { | ||
Line 75: | Line 75: | ||
==== Compilation ==== | ==== Compilation ==== | ||
You can compile via 2 ways: | You can compile via 2 ways: | ||
# via the VSCode [https://code.visualstudio.com/docs/getstarted/userinterface#_command-palette Command Palette] - " | # via the VSCode [https://code.visualstudio.com/docs/getstarted/userinterface#_command-palette Command Palette] - "Tasks: Run Build Task", or | ||
# by opening a "kos-bash" terminal (Menu: View-Terminal if not visible yet, then click on the "+" to see the terminals to choose from, and select "kos-bash"), and typing "make" | # by opening a "kos-bash" terminal (Menu: View-Terminal if not visible yet, then click on the "+" to see the terminals to choose from, and select "kos-bash"), and typing "make" | ||
In both cases, the compilation should generate an executable file, ending with .elf | In both cases, the compilation should generate an executable file, ending with .elf | ||
Line 85: | Line 85: | ||
* Typically, one of the following tools is used to send a program to a Dreamcast: | * Typically, one of the following tools is used to send a program to a Dreamcast: | ||
# via an ethernet cable & a [https://dreamcast.wiki/Broadband_adapter Broadband] or [https://dreamcast.wiki/LAN_adapter LAN] adapter: '''[https://dreamcast.wiki/Dcload-ip dcload-ip]''' | # via an ethernet cable & a [https://dreamcast.wiki/Broadband_adapter Broadband] (BBA) or [https://dreamcast.wiki/LAN_adapter LAN] adapter: '''[https://dreamcast.wiki/Dcload-ip dcload-ip]''' | ||
# via a [https://dreamcast.wiki/Coder%27s_cable coder's cable] & the serial port of the Dreamcast: '''[https://dreamcast.wiki/Dcload-serial dcload-serial]''' | # via a [https://dreamcast.wiki/Coder%27s_cable coder's cable] & the serial port of the Dreamcast: '''[https://dreamcast.wiki/Dcload-serial dcload-serial]''' | ||
* Make sure that the '''KOS_LOADER''' variable in '''/opt/toolchains/dc/kos/environ.sh''' is configured correctly: | * Make sure that the '''KOS_LOADER''' variable in '''/opt/toolchains/dc/kos/environ.sh''' is configured correctly: | ||
# for '''dcload-ip''' (example if the IP of the Dreamcast is 192.168.1. | # for '''dcload-ip''' (example if the IP of the Dreamcast is 192.168.1.210): | ||
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
export KOS_LOADER="dc-tool-ip -t 192.168.1. | export KOS_LOADER="dc-tool-ip -t 192.168.1.210 -x" | ||
</syntaxhighlight> | </syntaxhighlight> | ||
# for '''dcload-serial''' (example if the Dreamcast is on serial port /dev/ttyS0): | # for '''dcload-serial''' (example if the Dreamcast is on serial port /dev/ttyS0): | ||
Line 108: | Line 108: | ||
# insert the following files in the '''".vscode" subfolder''': | # insert the following files in the '''".vscode" subfolder''': | ||
* '''kos_make.sh''' | |||
<syntaxhighlight lang="json"> | |||
#!/bin/bash | |||
#set the KOS environtment variables | |||
source /opt/toolchains/dc/kos/environ.sh | |||
make | |||
exit | |||
</syntaxhighlight> | |||
* '''tasks.json''' (This makes sure that the code is compiled before launching the debug session) | * '''tasks.json''' (This makes sure that the code is compiled before launching the debug session) | ||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
{ | { | ||
Line 117: | Line 128: | ||
{ | { | ||
"label": "Build", | "label": "Build", | ||
"type": " | "type": "process", | ||
"command": " | "command": "bash", | ||
"args": [ | "args": [ | ||
" | "--init-file", "${workspaceFolder}/.vscode/kos_make.sh" | ||
], | ], | ||
"group": { | "group": { | ||
Line 141: | Line 152: | ||
"request": "launch", | "request": "launch", | ||
"preLaunchTask": "Build", | "preLaunchTask": "Build", | ||
"program": "${workspaceFolder}/${ | "cwd": "${workspaceFolder}", | ||
" | "program": "${workspaceFolder}/${workspaceFolderBasename}.elf", | ||
//"program": "${workspaceFolder}/2ndmix.elf", | |||
"MIMode": "gdb", | "MIMode": "gdb", | ||
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | "miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | ||
"miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ip, NOT to the Dreamcast directly ! | "miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ip, NOT to the Dreamcast directly ! | ||
"debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ip", | "debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ip", | ||
"debugServerArgs": "-g -t 192.168.1. | "debugServerArgs": "-g -t 192.168.1.210 -x ${workspaceFolder}/${workspaceFolderBasename}.elf", | ||
//"debugServerArgs": "-g -t 192.168.1.210 -x ${workspaceFolder}/2ndmix.elf", | |||
//"stopAtEntry": true, | |||
"externalConsole": false, | "externalConsole": false, | ||
"avoidWindowsConsoleRedirection": false, | "avoidWindowsConsoleRedirection": false, | ||
"internalConsoleOptions": "openOnSessionStart", | "internalConsoleOptions": "openOnSessionStart", | ||
}, | }, | ||
{ | { | ||
Line 166: | Line 171: | ||
"request": "launch", | "request": "launch", | ||
"preLaunchTask": "Build", | "preLaunchTask": "Build", | ||
"program": "${workspaceFolder}/${ | "cwd": "${workspaceFolder}", | ||
" | "program": "${workspaceFolder}/${workspaceFolderBasename}.elf", | ||
//"program": "${workspaceFolder}/2ndmix.elf", | |||
"MIMode": "gdb", | "MIMode": "gdb", | ||
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | "miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | ||
"miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ser, NOT to the Dreamcast directly ! | "miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ser, NOT to the Dreamcast directly ! | ||
"debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ser", | "debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ser", | ||
"debugServerArgs": "-g -t /dev/ttyS0 -x ${workspaceFolder}/${ | "debugServerArgs": "-g -t /dev/ttyS0 -x ${workspaceFolder}/${workspaceFolderBasename}.elf", | ||
//"debugServerArgs": "-g -t /dev/ttyS0 -x ${workspaceFolder}/2ndmix.elf", | |||
//"stopAtEntry": true, | |||
"externalConsole": false, | "externalConsole": false, | ||
"avoidWindowsConsoleRedirection": false, | "avoidWindowsConsoleRedirection": false, | ||
"internalConsoleOptions": "openOnSessionStart", | "internalConsoleOptions": "openOnSessionStart", | ||
}, | }, | ||
{ | { | ||
Line 192: | Line 191: | ||
"preLaunchTask": "Build", | "preLaunchTask": "Build", | ||
"cwd": "${workspaceRoot}", | "cwd": "${workspaceRoot}", | ||
"program": "${ | "program": "${workspaceFolder}/${workspaceFolderBasename}.elf", | ||
//"program": "${workspaceFolder}/2ndmix.elf", | |||
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | "miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb", | ||
"setupCommands": [{ | "setupCommands": [{ | ||
Line 203: | Line 203: | ||
"debugServerPath": "PATH_TO_LXDREAM", | "debugServerPath": "PATH_TO_LXDREAM", | ||
// lxdream-nitro flags | // lxdream-nitro flags | ||
"debugServerArgs": "--log=DEBUG --gdb-sh4=9999 -A null -e ${workspaceRoot}/ | "debugServerArgs": "--log=DEBUG --gdb-sh4=9999 -A null -e ${workspaceRoot}/${workspaceFolderBasename}.elf -n", | ||
//"debugServerArgs": "--log=DEBUG --gdb-sh4=9999 -A null -e ${workspaceRoot}/2ndmix.elf -n", | |||
"filterStdout": true, | "filterStdout": true, | ||
"filterStderr": true, | "filterStderr": true, | ||
// run on connect | // run on connect | ||
"stopAtConnect": false, | "stopAtConnect": false, | ||
// stop at main | // stop at main | ||
"stopAtEntry": true, | "stopAtEntry": true, | ||
"externalConsole": false, | |||
"avoidWindowsConsoleRedirection": false, | |||
"internalConsoleOptions": "openOnSessionStart", | |||
"launchCompleteCommand": "exec-run", | "launchCompleteCommand": "exec-run", | ||
"serverStarted": "SH4 GDB server running on port", | "serverStarted": "SH4 GDB server running on port", | ||
Line 219: | Line 222: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==== | Note that for the 3 launch configurations above, you have 2 lines for | ||
* | "program" and "debugServerArgs", one of which is commented out. | ||
${workspaceFolderBasename} is the name of your project directory (eg: 2ndmix), and if that matches the name of your target .elf file (eg: 2ndmix.elf), then you can use ${workspaceFolderBasename}. | |||
If not, you can just use the other line by replacing ${workspaceFolderBasename} with the real .elf filename. | |||
==== Launching a Debug session ==== | |||
* YTODO: explain the steps | |||
* TODO: add gdb_init(); with breakpoint, and conditional include ? | * TODO: add gdb_init(); with breakpoint, and conditional include ? | ||
* TODO: be sure to recompile after adding gdb_init | * TODO: be sure to recompile after adding gdb_init |
Revision as of 18:44, 9 June 2023
This is a guide to setup your Visual Studio Code project with debugging support on both on a real Dreamcast and with an emulator.
Prerequisites
To start with, this tutorial makes the following assumptions:
- You have already installed and set up your KallistiOS development environment]
- if you want to be able to debug, be sure to compile gdb as specified on that page
- You have already downloaded and installed Visual Studio Code (version 1.78.2 was used for this tutorial)
VSCode Setup
- Launch Visual Studio Code
- (optional but recommended) To keep your configuration settings, plugins, ... specific to Dreamcast projects only:
- Create a "Profile" (Menu: File-Preferences-Profiles) called "Dreamcast"
- Install the following extensions: (Menu: View-Extensions)
- Required:
- C/C++ from Microsoft
- Optional:
- TODO: add useful extensions
- (Not recommended at this moment:)
- (Makefile Tools from Microsoft: the current version (June 2023) is not really adapted for remote debugging)
Setup per Project
Compilation
Preparation
(all the following steps happen in Visual Studio Code)
- Open the folder containing your project (Menu: File-Open Folder... eg: /opt/toolchains/dc/kos/examples/dreamcast/2ndmix)
- (if you are using Profiles) Make sure that the "Dreamcast" profile is selected (Menu: File-Preferences-Profiles)
- Create a new subfolder ".vscode"
- insert the following files in the ".vscode" subfolder:
- kos_environ.sh
#!/bin/bash
#set the KOS environtment variables
source /opt/toolchains/dc/kos/environ.sh
- settings.json
{
"C_Cpp.default.includePath": [
"${workspaceFolder}/**",
"/opt/toolchains/dc/kos/include",
"/opt/toolchains/dc/kos/kernel/arch/dreamcast/include",
"/opt/toolchains/dc/kos/addons/include",
"/opt/toolchains/dc/kos-ports/include"
],
"C_Cpp.default.defines": [
"_arch_dreamcast"
],
"C_Cpp.default.compilerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gcc",
"C_Cpp.default.cStandard": "c11",
"C_Cpp.default.cppStandard": "c++17",
"C_Cpp.default.intelliSenseMode": "",
"terminal.integrated.profiles.linux": {
"kos-bash": {
"path": "/usr/bin/bash",
"args": ["--init-file", "${workspaceFolder}/.vscode/kos_environ.sh" ],
"overrideName": true
}
}
}
The result should look like this: TODO: replace image without c_cpp_properties.json
At this point, you should be able to compile applications for the Dreamcast!
Compilation
You can compile via 2 ways:
- via the VSCode Command Palette - "Tasks: Run Build Task", or
- by opening a "kos-bash" terminal (Menu: View-Terminal if not visible yet, then click on the "+" to see the terminals to choose from, and select "kos-bash"), and typing "make"
In both cases, the compilation should generate an executable file, ending with .elf
Note: "kos-bash" is a bash shell with the "source /opt/toolchains/dc/kos/environ.sh" already executed for you, so that you can run all Kallistios commands.
Running a program
For this, we will use the "make run" command that you can find in many (all?) Makefiles of the KallistiOs project, to send and run the program on a real dreamcast:
- Typically, one of the following tools is used to send a program to a Dreamcast:
- via an ethernet cable & a Broadband (BBA) or LAN adapter: dcload-ip
- via a coder's cable & the serial port of the Dreamcast: dcload-serial
- Make sure that the KOS_LOADER variable in /opt/toolchains/dc/kos/environ.sh is configured correctly:
- for dcload-ip (example if the IP of the Dreamcast is 192.168.1.210):
export KOS_LOADER="dc-tool-ip -t 192.168.1.210 -x"
- for dcload-serial (example if the Dreamcast is on serial port /dev/ttyS0):
export KOS_LOADER="dc-tool-ser -t /dev/ttyS0 -x"
- Power on your dreamcast, with the dcload disc
- Open a "kos-bash" terminal, and type: make run
- The program will be running on your Dreamcast!
- (If you ran the 2ndmix example, you can press the START button on the Dreamcast pad to exit)
Debugging
Preparation
- Make sure that you compiled gdb for the Dreamcast, ie /opt/toolchains/dc/sh-elf/bin/sh-elf-gdb should exist (cfr prerequisites)
- Debugging in Visual Studio Code is configured in a .vscode/launch.json file. You can add as many debugging configurations as you want inside that launch.json file, eg 1 for debugging on a dreamcast, 1 for debugging on an emulator, ...
- insert the following files in the ".vscode" subfolder:
- kos_make.sh
#!/bin/bash
#set the KOS environtment variables
source /opt/toolchains/dc/kos/environ.sh
make
exit
- tasks.json (This makes sure that the code is compiled before launching the debug session)
{
"version": "2.0.0",
"tasks": [
{
"label": "Build",
"type": "process",
"command": "bash",
"args": [
"--init-file", "${workspaceFolder}/.vscode/kos_make.sh"
],
"group": {
"kind": "build",
"isDefault": true
},
},
]
}
- launch.json
{
"version": "0.2.0",
"configurations": [
{
"name": "BBA_LAN",
"type": "cppdbg",
"request": "launch",
"preLaunchTask": "Build",
"cwd": "${workspaceFolder}",
"program": "${workspaceFolder}/${workspaceFolderBasename}.elf",
//"program": "${workspaceFolder}/2ndmix.elf",
"MIMode": "gdb",
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb",
"miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ip, NOT to the Dreamcast directly !
"debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ip",
"debugServerArgs": "-g -t 192.168.1.210 -x ${workspaceFolder}/${workspaceFolderBasename}.elf",
//"debugServerArgs": "-g -t 192.168.1.210 -x ${workspaceFolder}/2ndmix.elf",
//"stopAtEntry": true,
"externalConsole": false,
"avoidWindowsConsoleRedirection": false,
"internalConsoleOptions": "openOnSessionStart",
},
{
"name": "SERIAL",
"type": "cppdbg",
"request": "launch",
"preLaunchTask": "Build",
"cwd": "${workspaceFolder}",
"program": "${workspaceFolder}/${workspaceFolderBasename}.elf",
//"program": "${workspaceFolder}/2ndmix.elf",
"MIMode": "gdb",
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb",
"miDebuggerServerAddress":"localhost:2159",//common misconception: we connect to the gdb server offered by dc-tool-ser, NOT to the Dreamcast directly !
"debugServerPath":"/opt/toolchains/dc/bin/dc-tool-ser",
"debugServerArgs": "-g -t /dev/ttyS0 -x ${workspaceFolder}/${workspaceFolderBasename}.elf",
//"debugServerArgs": "-g -t /dev/ttyS0 -x ${workspaceFolder}/2ndmix.elf",
//"stopAtEntry": true,
"externalConsole": false,
"avoidWindowsConsoleRedirection": false,
"internalConsoleOptions": "openOnSessionStart",
},
{
"name": "LXDream",
"type": "cppdbg",
"request": "launch",
"preLaunchTask": "Build",
"cwd": "${workspaceRoot}",
"program": "${workspaceFolder}/${workspaceFolderBasename}.elf",
//"program": "${workspaceFolder}/2ndmix.elf",
"miDebuggerPath": "/opt/toolchains/dc/sh-elf/bin/sh-elf-gdb",
"setupCommands": [{
"text": "set architecture sh",
"description": "Set GDB Arch to SuperH",
"ignoreFailures" : false,
}],
"miDebuggerServerAddress": ":9999",
// path to lxdream-nitro
"debugServerPath": "PATH_TO_LXDREAM",
// lxdream-nitro flags
"debugServerArgs": "--log=DEBUG --gdb-sh4=9999 -A null -e ${workspaceRoot}/${workspaceFolderBasename}.elf -n",
//"debugServerArgs": "--log=DEBUG --gdb-sh4=9999 -A null -e ${workspaceRoot}/2ndmix.elf -n",
"filterStdout": true,
"filterStderr": true,
// run on connect
"stopAtConnect": false,
// stop at main
"stopAtEntry": true,
"externalConsole": false,
"avoidWindowsConsoleRedirection": false,
"internalConsoleOptions": "openOnSessionStart",
"launchCompleteCommand": "exec-run",
"serverStarted": "SH4 GDB server running on port",
"useExtendedRemote": true
}
]
}
Note that for the 3 launch configurations above, you have 2 lines for "program" and "debugServerArgs", one of which is commented out. ${workspaceFolderBasename} is the name of your project directory (eg: 2ndmix), and if that matches the name of your target .elf file (eg: 2ndmix.elf), then you can use ${workspaceFolderBasename}. If not, you can just use the other line by replacing ${workspaceFolderBasename} with the real .elf filename.
Launching a Debug session
- YTODO: explain the steps
- TODO: add gdb_init(); with breakpoint, and conditional include ?
- TODO: be sure to recompile after adding gdb_init
- TODO: be sure to not put breakpoint before or on gdb_init();, it really should only be placed after that
With an emulator
- TODO: explain the steps