Text File | 1990-03-13 | 34.6 KB | 370 lines | [04] ASCII Text (0x0000)
DEBUGGING DECLARATION ROMS
Through system software, the Macintosh can read the declaration ROMs in NuBus and pseudo-NuBus slots, like those in the Macintosh SE/30. This article tells you what you must know about NuBus addressing and the structure of correct declaration ROMs to successfully debug the ROM. It walks you through the structure of an example declaration ROM and gives common errors and strategies for debugging declaration ROMs.
The Slot Manager's flexibility in providing a layer between the hardware and higher-level software benefits developers and customers alike. Users can easily expand the Macintosh II family and the Macintosh SE/30 with additional hardware that goes in slots. The Macintosh card architecture lets them plug new cards into the Macintosh without worrying about using the right slot, setting dip switches, or running system configuration software. As a developer, you may need to know more about the architecture that makes this self-configuring environment possible.
THE SLOT MANAGER AND DECLARATION ROMs
Part of the Macintosh operating system, the Slot Manager can find the ROM on each expansion card installed in a system and identify the card's special capabilities. It makes use of predefined data structures called slot Resources (sResources) to initialize and configure a card and report the card's location. Each card installed in a Macintosh expansion slot needs a declaration ROM, also known as a configuration ROM, with information for using the card's hardware. The expansion hardware could be as simple as a memory card that needs to publish its address ranges or as complicated as a video card with initialization code, a driver, and declaration data.
In addition to letting the system determine what hardware is available, the Slot Manager frees applications from being dependent on a particular type of hardware. In other words, the Slot Manager helps insulate an application from the hardware by being able to locate underlying, intermediate driver software that will know about and talk to the specific hardware. The application can be free of the details and need only deal with higher-level functions. The degree of insulation depends on the software and data structures in the declaration ROM.
The Slot Manager:
o locates and lists the cards with declaration ROMs.
o defines a uniform structure for information in the declaration ROM and a set of library routines to access the information.
o includes routines to allow host applications to transparently access information in the ROMs without regard to NuBus or byte lanes.
o allows ROM initialization code to run on the host CPU during the host's startup sequence.
o allows cards to have drivers from their declaration ROMs loaded into the host CPU.
o initializes and manipulates the parameter RAM on the host CPU for the card during startup.
When applications are insulated from particular hardware implementations, they don't have to be revised for each new version of a vendor's board, or even for compatible boards made by competitors. Besides reducing maintenance work for the developer, information hiding of this sort saves wear and tear on customers.
Suppose a customer owns an application and a card and happens to buy another board, from the same or a different vendor, with even slightly different hardware. The difference might be a change in address or meaning of some register or memory location. The customer has to mix and match applications or drivers or INITs to boards. This is not very Macintosh-like, and the board manufacturer is sure to be savaged by the customers and the press. Matching various card-specific versions of software and different revisions of hardware can be a headache for distributors and dealers. Including card-specific software on each card's ROM in a universally accessible structure greatly simplifies installation and maintenance.
Using sResources
Don't confuse sResources on expansion cards with standard Macintosh resources. The small s indicates a slot resource as opposed to a real Macintosh resource. Although related conceptually, sResources are different and may contain anything from code to data-for example, icons, special fonts, or vendor-defined data. In fact, feel free to substitute "data structure" for "sResource" as you read.
Each card has one special sResource called a board sResource and usually one additional sResource for each function the card can perform, although additional supporting sResources are possible. An sResource affiliated with a function is called a functional sResource and gives information about that particular function, usually to high-level applications interested in accessing the function.
Most cards perform only one function. For example, a modem card might perform only a modem function, a video card might just do video, and so on. These cards would have only one functional sResource, along with the required board sResource. However, it is possible to build a multifunction expansion card-a card with a parallel, serial, and modem port, for example. In this case, the card's declaration ROM would have three functional sResources-one each for the card's functions. In addition to other, optional sResources, it would also have the required board sResource.
A high-level program may need to be able to find and use certain kinds of hardware in the Macintosh slots. For example, QuickDraw works with video cards made by different vendors. QuickDraw finds each video card by looking for the card's functional sResource that says it can do QuickDraw-compatible video.
An Example Declaration ROM
As far as the Slot Manager is concerned, at the startup scan of the cards a valid declaration ROM must have proper structures for the format block, sResource directory, and the board sResource. If any of these structures is in error, the Slot Manager marks the slot as empty, and no Slot Manager calls to that slot will work. Though other sResources or data structures may have errors, the Slot Manager doesn't check them at startup. These errors will show up during later calls to the Slot Manager by applications, INITs, drivers, and so forth.
We will look at these key structures in an example declaration ROM and will discuss some common errors developers make. The sample skeleton ROM has the required board sResource and one functional sResource.
The ROM can be divided into four major structures: the sResource directory, functional sResource, board sResource, and format block, as shown in the illustration. Let's look at these structures in more detail.
The sResource DIRECTORY
The source code begins with some includes and equates, followed by the sResource directory. A directory is a list of the sResources in the ROM. In the example, we have two sResources, the required board sResource and one functional sResource. The directory looks like this:
_sRsrcDir OSLstEntry sRsrcBoard,_sRsrcBoard
;References Board sResource.
OSLstEntry sRsrcFun,_sRsrcFun
;References functional sResource.
DatLstEntry endOfList,0
;End of the list.
The OSLstEntry and DatLstEntry items are assembler macros, defined in the MPW ROMEqu.a file. These macros make creating declaration ROMs easier, since most declaration ROM structures fall into two different formats:
o an ID byte followed by three bytes representing a 24-bit offset or
o an ID byte followed by a 24-bit data value
A directory contains both of these formats. The first format is used for all sResource entries in a directory. Each sResource entry consists of one byte containing the sResource identification number, and three bytes containing the offset to the sResource itself.
The offset list entry (OSLstEntry) macro is used to conveniently calculate and fill in these types of entries. It takes two arguments: the ID byte and a label designating the destination. The macro puts the first argument as is into the high byte, calculates the 24-bit signed offset value to the destination label, and puts it into the next three bytes. In our example, the first entry of the directory looks like this:
The _sRsrcDir label designates the start of the directory. This label is needed because the offset to the directory will be calculated later. The first argument of the macro, sRsrcBoard, is equated to 1 (in the equates near the top of the source code file), and so a $01 will be put into the first byte. The second argument, _sRsrcBoard, is the label designating the start of the board sResource. The macro calculates the offset from the present point in the macro to the label and puts the resultant offset in the next three bytes. The _sRsrcBoard structure is $000C bytes away from the directory entry, so the offset is $000C. Putting them together, the complete directory entry for the board sResource looks like this in hexadecimal:
$01000C
A similar calculation for the functional sResource is done with the offset from the directory to the _sRsrcFun label.
The second format is used in many places in declaration ROMs. It is commonly used for the end-of-list entry, which marks the end of the list of directories and sResources. This entry always has an ID byte value of $FF followed by three bytes of zero. It can also be used to hold small pieces of data that fit into three bytes or less.
It is convenient to use the data list entry (DatLstEntry) macro for these types of entries. DatLstEntry is similar to OSLstEntry but simpler. It takes two arguments: the ID byte and the desired data value. It puts the first argument into the high byte and the data value into the next three bytes.
SResources in General
Before looking at our example sResources, let's examine the structure of sResources in general. Every sResource includes an sRsrc_Type entry whose fields identify the sResource. Applications and drivers use the sRsrc_Type entry of each sResource to identify it and the function it performs.
The sRsrc_Type entry is comprised of an ID byte (always a $01), followed by an offset to the sResource type format. For this discussion, we will only look at the Apple defined format for the type format entry, indicated by the leading bit being a zero, since virtually all developers use it.