Retro console development has experienced a renaissance in recent years,
thanks to passionate homebrew communities and modern open-source tooling.
What was once the domain of professional game studios with expensive
proprietary SDKs is now accessible to anyone with a Linux machine and a
passion for classic gaming hardware.
This guide catalogs the best open-source game engines and frameworks
available for developing games on classic consoles, from the 8-bit Game
Boy Color to sixth generation systems like the PlayStation 2. All tools
mentioned are compatible with Linux development environments, making them
perfect for a fully free and open-source workflow.
GB Studio
For those wanting to create Game Boy games without writing code,
GB Studio is the perfect starting point. This visual game editor
features a drag-and-drop interface that lets you build complete RPGs,
adventure games, platformers, and shooters without touching a single
line of code.
Key Features:
- Full visual scene editor with intuitive drag-and-drop
- Built-in sprite and background editors
- Integrated music tracker
- Event system for complex game logic
- Exports to actual GB/GBC ROMs that run on real hardware
- Cross-platform support (Linux, Windows, macOS)
License: MIT
Links: GitHub |
Website |
Documentation
GBDK-2020
For developers who prefer code, GBDK-2020 is a modern fork of the
classic Game Boy Development Kit. It brings C99 support and modern
toolchain features to Game Boy development.
Key Features:
- Modern C99 compiler
- ROM banking support for large games
- Libraries for sprites, backgrounds, and sound
- Compatible with both Game Boy and Game Boy Color
- Strong toolchain integration
License: Various (mostly permissive)
Links: GitHub |
API Documentation
Butano
Butano is a modern C++17 game engine built on devkitARM that makes
GBA development feel contemporary. It abstracts the hardware complexity
while still giving you full control over the system's capabilities.
Key Features:
- Modern C++17 syntax and features
- Sprite management with affine transformations
- Regular and affine background layers
- Audio support (DMG and DirectSound)
- Scene management system
- GBA-optimized math utilities
- Documentation and examples
- Active Discord community
License: zlib License
Links: GitHub |
Documentation
Tonclib
Tonclib is the veteran of GBA development. While less actively
developed, it remains stable and is accompanied by some of the best
documentation in retro game development.
Key Features:
- Hardware abstraction layer
- Advanced sprite and background management
- Mode 7 (affine) support for pseudo-3D effects
- Built-in text rendering
- Excellent tutorial and documentation (Tonc)
- Used by many commercial-quality homebrews
License: MIT-like (custom permissive)
Links: GitHub |
Tonc Tutorial
NightFox's Lib
NightFox's Lib provides a high-level 2D game library built on top
of libnds, making DS development more approachable.
Key Features:
- Sprite engine with rotation and scaling
- Tiled background support
- Collision detection
- 2D and 3D text rendering
- Sound and MOD music playback
- File system access
- Includes examples and templates
License: MIT
Links: GitHub
libnds + devkitARM
For those wanting full control, libnds is the official devkitPro
library providing low-level access to all DS features.
Key Features:
- Complete hardware access to both screens
- 2D and 3D graphics support
- Touchscreen and button input
- WiFi networking support
- FAT file system access
- Audio subsystem control
- Most flexible but requires hardware knowledge
License: zlib License
Links: GitHub |
Documentation |
Examples
citro2d / citro3d
The citro libraries are the official devkitPro solution for 3DS
development, providing hardware-accelerated 2D and 3D graphics.
Key Features:
- Hardware-accelerated rendering via PICA200 GPU
- 2D sprite batching (citro2d)
- Full 3D graphics pipeline (citro3d)
- Shader support
- Stereoscopic 3D rendering
- Text rendering
- Used by most modern 3DS homebrew
License: zlib License
Links: citro3d |
citro2d |
Documentation |
Examples
PVSnesLib
PVSnesLib is a modern C library bringing contemporary development
practices to the Super Nintendo.
Key Features:
- Modern C API
- Sprite management (OAM)
- Background and tilemap support
- Mode 7 support for rotation and scaling
- Sound driver integration
- Gamepad input handling
- DMA and HDMA operations
- Documentation
License: MIT
Links: GitHub |
Wiki
libSFX
libSFX is a powerful macro assembler framework for SNES
development, optimized for performance.
Key Features:
- Assembly-first with C support
- Highly optimized for speed
- Full hardware access
- Super FX (GSU) support
- Music and sound effects
- Can integrate with C code
- Steeper learning curve but very capable
License: MIT
Links: GitHub |
Wiki
SGDK (Sega Genesis Development Kit)
SGDK has become the industry standard for Mega Drive homebrew
development, with an incredibly active community and extensive
documentation.
Key Features:
- Complete development framework
- Sprite engine with hardware scrolling
- Multiple background plane support
- VDP (video display processor) management
- Z80 sound driver with XGM music format
- DMA operations
- Built-in collision detection
- ResComp resource compiler for assets
- Extensive tutorials and documentation
- Large, active community
- Excellent Linux support
License: MIT
Links: GitHub |
Wiki |
Forums
NGDK (Neo Geo Development Kit)
NGDK brings C development to the Neo Geo arcade platform and AES
home console.
Key Features:
- C framework for Neo Geo development
- Sprite system management
- Background and fix layer handling
- Input handling for arcade controls
- Sound support (Z80 + YM2610)
- Asset conversion tools
- Example games included
License: Custom permissive
Links: GitHub |
Wiki
HuC (Hudson C Compiler)
The classic HuC compiler has been maintained by the community and
remains a solid choice for PC Engine development.
Key Features:
- C compiler for PC Engine
- Support for HuCard and CD-ROM²
- PSG sound support
- Sprite management
- Background and tilemap support
- ADPCM audio for CD games
- Standard C library subset
License: BSD-like
Links: GitHub
Squirrel (HuDK)
Squirrel (HuDK) is a more modern alternative to HuC with improved
optimization.
Key Features:
- Modern PC Engine framework
- Better optimization than classic HuC
- CD-ROM support
- Active development
- Growing community
License: Open source
Links: GitHub
PSn00bSDK
PSn00bSDK is a modern, lightweight SDK that makes PS1 development
accessible and enjoyable. It's cleaner and more approachable than the
old Psy-Q SDK.
Key Features:
- Modern, clean API design
- Hardware 3D graphics (GTE) support
- 2D sprite and primitive rendering
- CD-ROM file system access
- SPU sound support with ADPCM and XA audio
- Memory card management
- Controller input (standard and analog)
- Serial I/O support
- Examples
- Excellent Linux support
License: MPL 2.0
Links: GitHub |
Wiki |
Examples
Jo Engine
Jo Engine is a high-level 2D and 3D game engine that makes Saturn
development approachable.
Key Features:
- High-level API for 2D and 3D
- Sprite engine with scaling and rotation
- 3D model support with converter tools
- Audio support (PCM, CD audio)
- Save game management
- Collision detection
- Map and tilemap support
- USB dev cart support for rapid testing
- Video tutorials available
License: MIT
Links: GitHub |
Website |
Wiki
Yaul
Yaul is a modern alternative to the old Sega Basic Library,
offering a clean API for advanced Saturn developers.
Key Features:
- Modern library design
- Clean API
- VDP1 and VDP2 support
- SCU DMA operations
- CD block support
- SCSP (sound) support
- USB dev cart support
- Excellent documentation
License: BSD
Links: GitHub |
Documentation
libdragon
libdragon has revolutionized N64 development by making it far more
accessible than the old Nintendo SDK.
Key Features:
- Modern N64 development library
- 3D graphics via RDP/RSP
- Audio subsystem support
- Controller input
- ROM file system
- Hardware sprites
- Much easier than old SDKs
- Very active community
- Good documentation
License: Unlicense (public domain)
Links: GitHub |
Documentation
KallistiOS (KOS)
KallistiOS is the de facto standard for Dreamcast homebrew, with an
incredibly mature ecosystem.
Key Features:
- Complete OS-like framework
- 2D and 3D graphics (PowerVR)
- Network support (modem, broadband adapter)
- VMU (Visual Memory Unit) support
- Input device support
- CD-ROM file system (ISO9660)
- AICA SPU audio support
- Threading and multitasking
- USB development support
- Extensive library ecosystem
- Very mature and well-documented
License: BSD-style
Links: GitHub |
Documentation |
Forums
Additional KOS libraries include GLdc (OpenGL-like API) and SDL ports,
making cross-platform development easier.
PS2SDK
PS2SDK provides complete access to the powerful PlayStation 2
hardware.
Key Features:
- Complete PS2 development SDK
- Graphics Synthesizer (GS) support for 2D/3D
- Emotion Engine and I/O Processor access
- Vector Unit (VU) programming
- Sound library (audsrv)
- USB and network support
- Memory card management
- DVD file system access
- Excellent Linux compatibility
- Large, active community
License: BSD/Academic Free License
Links: GitHub |
Website |
Examples
devkitPPC + libogc
The official devkitPro toolchain for GameCube and Wii provides
hardware access.
Key Features:
- Official devkitPro toolchain
- Full hardware access for both systems
- GX 3D graphics library
- ASND audio library
- Controller support (PAD/WPAD)
- Network library
- USB and SD card storage
- DVD reading
- Homebrew Channel integration (Wii)
- Large community
License: Various (permissive)
Links: GitHub |
Documentation |
Examples |
devkitPro
PSPSDK
PSPSDK is the complete homebrew SDK for PSP development.
Key Features:
- Complete PSP SDK
- 3D graphics (GU library) with hardware acceleration
- 2D sprite rendering
- Multi-format audio support
- WiFi and networking
- USB support
- Memory Stick access
- Save data management
- MP3, AAC playback
- Mature and stable
- Great Linux support
License: BSD/GPL
Links: GitHub |
Forums |
Examples
Vita SDK
Vita SDK provides a complete homebrew development solution for
Sony's handheld.
Key Features:
- Complete PS Vita SDK
- OpenGL ES-like graphics
- Touch screen support
- Accelerometer and gyroscope
- Camera support
- Network and WiFi
- Trophy system support
- Save data management
- Multi-format audio
- Very active homebrew scene
License: Various
Links: GitHub |
Website |
Documentation |
Examples
nxdk
nxdk is a clean-room open-source Xbox SDK with no Microsoft code.
Key Features:
- Open-source Xbox SDK
- Direct3D 8-like graphics API
- Audio support
- Controller input
- Network support
- Hard drive access
- SDL port available
- Growing community
License: Various (LGPL/MIT)
Links: GitHub |
Wiki |
Examples
8-bit/16-bit:
- GB Studio (GBC): Visual editor, no coding required
- GBDK-2020 (GBC): Simple C development
- SGDK (Mega Drive): Excellent documentation and community
Fifth/Sixth Generation:
- PSn00bSDK (PS1): Clean, modern API
- Jo Engine (Saturn): High-level engine with tutorials
- PSPSDK (PSP): Well-documented and stable
8-bit/16-bit:
- libSFX (SNES): Assembly-first, highly optimized
- citro3d (3DS): Direct hardware access
- libnds (DS): Low-level control
Fifth/Sixth Generation:
- PS2SDK (PS2): Complex but powerful
- Yaul (Saturn): Modern low-level library
- libdragon (N64): RDP/RSP programming
- nxdk (Xbox): Direct3D 8 development
The retro console homebrew scene has never been more vibrant or accessible.
With modern open-source toolchains, documentation, and active communities,
developing games for classic consoles is now within reach of any motivated
developer with a Linux machine.
Whether you want to create a simple Game Boy puzzle game with GB Studio's
visual editor, or push the limits of the PlayStation 2's Emotion Engine with
assembly-optimized code, the tools are available and the communities are
welcoming.
The best part? This entire workflow can be accomplished with 100% free and
open-source software, from the development tools to the graphics editors to the
music trackers. This guide should give you everything you need to start your
retro game development journey.
Happy coding, and may your sprites never flicker!
Understanding the hardware capabilities of classic gaming consoles
provides valuable insight for both homebrew developers and retro gaming
enthusiasts. Each console generation brought significant improvements in
processing power, graphics capabilities, and audio quality, while
working within tight memory constraints and power budgets.
This guide provides detailed technical comparisons across multiple
console generations, from the 8-bit Game Boy to modern hybrid systems
like the Nintendo Switch. Whether you're developing homebrew games or
simply curious about the technical evolution of gaming hardware, these
tables offer a reference.
The processors and memory configurations of gaming consoles reveal much
about their capabilities and limitations. Early consoles operated with
kilobytes of RAM, while modern systems have gigabytes at their disposal.
| Console |
CPU |
Clock
Speed |
| Game Boy |
Custom Sharp LR35902 |
4.19 MHz |
| Game Boy Color |
Custom Sharp Z80 |
8 MHz |
| NES |
Ricoh 2A03 (MOS 6502) |
1.79 MHz
(NTSC) /
1.66 MHz
(PAL) |
| SNES |
Ricoh 5A22 (65C816-based) |
3.58 MHz
(max) |
| PC Engine |
HuC6280 (MOS 6502-based) |
7.16 MHz |
| Neo Geo |
Motorola 68000 + Zilog Z80 |
12 MHz +
4 MHz |
| Game Boy Adv. |
ARM7TDMI |
16.78 MHz |
| Nintendo DS |
ARM946E-S + ARM7 |
67 MHz +
33 MHz |
| Nintendo 3DS |
Dual-Core ARM11 MPCore |
268 MHz |
| Wii |
IBM PowerPC "Broadway" |
729 MHz |
| PSP |
MIPS R4000-based CPU |
333 MHz |
| Switch |
NVIDIA Tegra X1
(ARM Cortex-A57) |
1.02 GHz |
| Console |
RAM |
| Game Boy |
8 KB |
| Game Boy Color |
32 KB + 16 KB VRAM |
| NES |
2 KB + 2 KB VRAM |
| SNES |
128 KB + 64 KB VRAM |
| PC Engine |
8 KB + 64 KB VRAM |
| Neo Geo |
64 KB + 68 KB VRAM |
| Game Boy Adv. |
256 KB + 96 KB VRAM |
| Nintendo DS |
4 MB + 656 KB VRAM |
| Nintendo 3DS |
128 MB + 6 MB VRAM |
| Wii |
88 MB (24 MB + 64 MB GDDR3) |
| PSP |
32 MB (PSP-1000) / 64 MB (PSP-2000+) |
| Switch |
4 GB LPDDR4 |
Key Observations:
The evolution from kilobytes to gigabytes of RAM represents a
million-fold increase in memory capacity. The NES operated with just
2 KB of main RAM, requiring extremely efficient programming. Modern
consoles like the Switch have 4 GB, enabling complex 3D worlds and
high-resolution textures.
Early gaming consoles were built around dedicated 2D graphics hardware
with hardware sprites and tile-based rendering systems.
| Console |
Graphics Processor |
Displayable Colors |
| Game Boy |
Custom Sharp LR35902 |
4 shades of gray |
| Game Boy Color |
Custom Sharp Z80 |
32,768, 56 max |
| NES |
PPU (2C02 or 2C03) |
52, 25 max |
| SNES |
S-PPU |
32,768, 256 max |
| PC Engine |
HuC6270A VDC |
512, 482 max |
| Neo Geo |
Custom LSPC2-A2 |
65,536, 4,096 max |
| Game Boy Adv. |
Custom 2D Core |
32,768, 512 max |
| Nintendo DS |
2D/3D Graphics Engine |
32,768, 4,096 max |
| Nintendo 3DS |
PICA200 GPU |
16.8 million |
| Wii |
ATI Hollywood GPU |
16.8 million |
| PSP |
Sony CXD2962GG + Media |
16.8 million |
| Switch |
NVIDIA Tegra X1 |
16.8 million |
| Console |
Sprite Size |
Max Sprites on Screen |
| Game Boy |
8x8 or 8x16 px |
40 sprites, max 10 per
line |
| Game Boy Color |
8x8 or 8x16 px |
40 sprites, max 10 per
line |
| NES |
8x8 or 8x16 px |
64 sprites, max 8 per line |
| SNES |
Up to 64x64 px |
128 sprites, max 32 per
line |
| PC Engine |
16x16 px |
64 sprites, max 16 per
line |
| Neo Geo |
Up to 16x512 px |
380 sprites, no strict
limit |
| Game Boy Adv. |
Up to 64x64 px |
128 sprites, max 32 per
line |
| Nintendo DS |
Up to 64x64 px |
128 sprites, max 32 per
line |
| Nintendo 3DS |
Variable |
Sprite handling via 3D
engine |
| Wii |
Variable |
Sprite handling via 3D
engine |
| PSP |
Variable |
Sprite handling via 3D
engine |
| Switch |
Variable |
Sprite handling via 3D
engine |
Key Observations:
Sprite-per-line limits were a critical constraint for 8-bit and 16-bit
consoles. Developers had to carefully manage sprite placement to avoid
flickering. The Neo Geo's massive sprite sizes (up to 16x512 pixels)
and high sprite count made it exceptional for arcade-style action games.
Display resolution, refresh rate, and aspect ratio define the visual
output characteristics of each console.
| Console |
Resolution |
Refresh Rate |
Aspect
Ratio |
| Game Boy |
160x144 |
59.7 Hz |
10:9 |
| Game Boy Color |
160x144 |
59.7 Hz |
10:9 |
| NES |
256x240 |
60 Hz (NTSC)
50 Hz (PAL) |
4:3 |
| SNES |
256x224
512x448i |
60 Hz (NTSC)
50 Hz (PAL) |
4:3 |
| PC Engine |
256x224 |
59.94 Hz |
4:3 |
| Neo Geo |
320x224 |
59.18 Hz |
4:3 |
| Game Boy Adv. |
240x160 |
59.7 Hz |
3:2 |
| Nintendo DS |
256x192
(per screen) |
59.8 Hz |
4:3 |
| Nintendo 3DS |
400x240 (top)
320x240 (bottom) |
60 Hz |
5:3
(top)
4:3
(bottom) |
| Wii |
640x480 |
60 Hz |
4:3 or
16:9 |
| PSP |
480x272 |
60 Hz |
16:9 |
| Switch |
1280x720
(Handheld)
1920x1080 (Docked) |
60 Hz |
16:9 |
Key Observations:
Resolution evolved from the Game Boy's 160x144 to Full HD (1920x1080)
on the Switch when docked. Most classic consoles targeted NTSC's 60 Hz
or PAL's 50 Hz refresh rates. The shift from 4:3 to 16:9 aspect ratios
occurred around the PSP/Wii generation.
Audio capabilities progressed from simple tone generators to full PCM
sample playback and streaming capabilities.
| Console |
Sound Channels |
Sample Rate |
| Game Boy |
4 (2 square, 1 wave,
1 noise) |
~8 kHz |
| Game Boy Color |
4 (same as GB) |
~8 kHz |
| NES |
5 (2 pulse, 1 triangle,
1 noise, 1 DPCM) |
~21.3 kHz (NTSC)
~17.3 kHz (PAL) |
| SNES |
8 PCM |
32 kHz |
| PC Engine |
6 PCM |
~7.16 kHz to
~20 kHz |
| Neo Geo |
4 FM, 3 PSG, ADPCM-A,
ADPCM-B |
~15.7 kHz
(ADPCM-A)
~18.5 kHz
(ADPCM-B) |
| Game Boy Adv. |
6 (2 direct PCM +
4 PSG) |
32 kHz |
| Nintendo DS |
16 PCM |
32 kHz |
| Nintendo 3DS |
24 PCM |
32 kHz |
| Wii |
64 PCM |
48 kHz |
| PSP |
32 PCM |
44.1 kHz |
| Switch |
32 PCM |
48 kHz |
| Console |
Audio Processor |
Audio Output |
| Game Boy |
Custom Sharp LR35902 |
Mono |
| Game Boy Color |
Custom Sharp Z80 |
Mono |
| NES |
Ricoh 2A03 (NTSC) /
Ricoh 2A07 (PAL) |
Mono |
| SNES |
Sony SPC700 + DSP |
Stereo |
| PC Engine |
HuC6280 PSG |
Mono |
| Neo Geo |
Yamaha YM2610 |
Stereo |
| Game Boy Adv. |
Custom 2D Core |
Stereo |
| Nintendo DS |
2D/3D Graphics Engine |
Stereo |
| Nintendo 3DS |
PICA200 GPU |
Stereo |
| Wii |
ATI Hollywood GPU |
Stereo / DPL II |
| PSP |
Sony CXD2962GG + Media |
Stereo |
| Switch |
NVIDIA Tegra X1 |
Stereo / DPL IIx |
Key Observations:
The SNES was revolutionary with its 8-channel PCM audio at 32 kHz,
enabling CD-quality sound. The transition from mono to stereo output
occurred in the 16-bit generation. Modern consoles support Dolby
Pro Logic surround sound encoding.
Beyond basic sprite and tile rendering, many consoles included special
graphics modes that enabled advanced visual effects.
Game Boy / Game Boy Color:
- No special graphics modes beyond basic tile and sprite rendering
NES:
- Attribute Tables (Limited Tile Coloring)
- CHR-ROM for Tile-Based Graphics
SNES:
- Mode 7: Affine transformations for scaling and rotation, enabling
pseudo-3D effects (used in games like F-Zero and Super Mario Kart)
- Windowing Effects: Variable transparency regions
- HDMA (Horizontal Direct Memory Access): Per-scanline effects
- Color Math: Hardware addition/subtraction for transparency and
lighting effects
PC Engine:
- No special graphics modes beyond standard tile/sprite capabilities
Neo Geo:
- Hardware Scaling for sprites
- Line Scroll: Independent line offsets for parallax effects
- Raster Effects: Per-scanline modifications
Game Boy Advance:
- Affine Transformation: Mode 7-like scaling and rotation
- Mosaic Effect: Hardware pixelation for special effects
- Alpha Blending: Multi-layer transparency
- Object Priority: Hardware Z-ordering for sprites and backgrounds
Nintendo DS:
- 3D Rendering: Hardware-accelerated 3D graphics engine
- Extended Affine Transformations: Advanced 2D rotation and scaling
- Fog Effects: Depth-based atmospheric effects
- Multiple Background Layers: Up to 4 background layers with
independent scrolling
Nintendo 3DS:
- Stereoscopic 3D: Glasses-free autostereoscopic 3D display
- Advanced Shader Support: Programmable vertex and fragment shaders
- GPU-Accelerated Rendering: PICA200 graphics processor
Wii:
- GPU Effects: Programmable shaders, bloom, motion blur
- Texture Mapping: Advanced texture filtering and mipmapping
- Bump Mapping: Per-pixel lighting simulation
- Hardware Anti-Aliasing: Multi-sample anti-aliasing (MSAA)
PSP:
- Hardware Transform & Lighting (T&L): Vertex processing on GPU
- Texture Compression: Efficient VRAM usage
- Advanced Alpha Blending: Complex transparency effects
Switch:
- Advanced Shaders: Physically-Based Rendering (PBR)
- Hardware-Accelerated Global Illumination: Realistic lighting
- HDR (High Dynamic Range): Expanded color and brightness range
- Post-Processing Effects: Depth of field, screen-space ambient
occlusion (SSAO), temporal anti-aliasing
Key Observations:
The SNES Mode 7 was revolutionary for its time, enabling pseudo-3D
effects with 2D hardware. The transition from fixed-function 2D
hardware to programmable 3D GPUs occurred around the Nintendo DS/PSP
generation. Modern consoles like the Switch support physically-based
rendering and advanced post-processing effects comparable to modern
gaming PCs.
The evolution of gaming console hardware represents one of the most
dramatic technological progressions in computing history. From the
humble Game Boy's 4.19 MHz processor and 8 KB of RAM to the Switch's
1+ GHz quad-core CPU and 4 GB of RAM, each generation brought order-of-
magnitude improvements in capabilities.
Understanding these hardware specifications is essential for homebrew
developers targeting specific platforms. The constraints of each
system - limited sprite counts, scanline restrictions, memory budgets -
defined the creative solutions developers employed to create memorable
gaming experiences.
Whether you're developing a Game Boy game with 40 sprites and 4 colors,
or a Switch title with millions of polygons and advanced shaders, these
specifications provide the foundation for understanding what's possible
on each platform.
For developers, these tables serve as quick references when planning
projects. For enthusiasts, they illuminate why certain games looked and
played the way they did. The ingenuity of developers working within
these constraints produced some of gaming's most iconic titles.
The security of embedded devices has never been more critical. In a world
where attacks targeting IoT systems are becoming increasingly sophisticated,
ensuring the integrity of the boot process is a must. This is where Secure
Boot comes in—an essential technology that guarantees only authorized code can
execute on a device from the moment it starts. In this article, we will explore
the implementation of Secure Boot using AHAB, the solution provided by NXP to
secure the i.MX93 from its initial boot stages.
Why is Secure Boot crucial for your device?
A secure boot ensures that no malicious code interferes with the critical boot
process, protecting your device from attacks targeting the bootloader and early
boot stages. Furthermore, AHAB, integrated into i.MX93 processors, enables
advanced authentication right from the initial boot stages, ensuring that only
validated components can be loaded, thereby strengthening security from the
get-go.
Secure boot is a critical security feature that ensures only authenticated and
authorized code can run on a device. It operates through a chain of trust, where
each component verifies the integrity of the next element in the chain.
Several mechanisms must be used to authenticate each element of this chain, but
the mechanism for authenticating the first boot stages depends on the target SoC.
The i.MX93 series uses NXP's Advanced High Assurance Boot (AHAB) to secure the
first boot stages.
For subsequent stages, you can implement mechanisms such as:
- Using U-Boot's "verified boot" feature to sign the kernel,
- Using the default environment (cf. USE_DEFAULT_ENV_FILE), and restricting
write access to only a few environment variables (cf. ENV_WRITEABLE_LIST),
which are necessary for writable access, such as for OTA updates,
- Using DM-verity to authenticate the root filesystem,
- And finally, using OverlayFS combined with DM-crypt to mount encrypted,
writable subfolders.
Here, we'll focus on the first part of the secure boot process, using NXP's AHAB
to authenticate the bootloader on the NXP i.MX93 in single-boot mode. We will
also briefly discuss how to generate the keys to sign the bootloader and provide
an introduction to AHAB.
Note: AHAB also provides a complementary encryption feature designed to protect
the confidentiality and integrity of data, whereas secure boot focuses on
verifying the integrity and authenticity of the boot process. This post will not
cover encryption in detail.
AHAB Architecture
The AHAB authentication mechanism is based on public key cryptography using
asymmetric keys.
On the i.MX93, AHAB support is provided by a security co-processor, the EdgeLock
enclave (ELE), which handles the authentication of binaries signed with one or
more private keys. This co-processor contains fuses that must be burned with the
hash of the public keys.
AHAB Containers
Since multiple boot stages (e.g., TF-A, OP-TEE, U-Boot, etc.) and firmwares are
required to boot i.MX93 platforms, these binaries are packed into containers
using the imx-mkimage tool:
bl31.bin
lpddr4_dmem_1d_v202201.bin
lpddr4_dmem_2d_v202201.bin
lpddr4_imem_1d_v202201.bin
lpddr4_imem_2d_v202201.bin
mx93a1-ahab-container.img
tee.bin
u-boot.bin
u-boot-spl.bin
In i.MX93 single-boot mode, the bootloader image contains at least three
containers:
- mx93a1-ahab-container.img: Contains the ELE Firmware.
- u-boot-atf-container.img: Contains at least the SPL.
- flash.bin: Contains TF-A, OP-TEE, and U-Boot.
*start ----> +---------------------------+ ---------
| 1st Container header | ^
| and signature | |
+---------------------------+ |
| Padding for 1kB alignment | |
*start + 0x400 ----> +---------------------------+ |
| 2nd Container header | |
| and signature | |
+---------------------------+ |
| Padding | | Authenticated at
+---------------------------+ | ELE ROM/FW Level
| ELE FW | |
+---------------------------+ |
| Padding | |
+---------------------------+ |
| Cortex-M Image | |
+---------------------------+ |
| SPL Image | v
+---------------------------+ ---------
| 3rd Container header | ^
| and signature | |
+---------------------------+ |
| Padding | | Authenticated
+---------------------------+ | at SPL Level
| TF-A | |
+---------------------------+ |
| OP-TEE | |
+---------------------------+ |
| U-Boot | v
+---------------------------+ ---------
These containers are signed offline using NXP Code-Signing Tools (CST), which
also allow the creation of an OEM private key infrastructure (PKI) and the
generation of the associated public keys (SRK) table, which is burned into the
fuses. The CST can also be used with the PKCS#11 standard to access
cryptographic services from tokens or devices such as HSM, TPM, and smart cards.
The first container is signed with NXP keys and is authenticated by the ELE ROM,
while the other containers are signed with OEM keys.
AHAB Boot Flow
In single boot mode, the Cortex-A55 ROM reads data from the selected boot
device, loading all containers in the chosen boot image set one by one. All
images within each container (e.g., EdgeLock secure enclave firmware, Cortex-M33
firmware, A55 firmware, OP-TEE, and U-Boot) are loaded, and the EdgeLock secure
enclave (ELE) is tasked with authenticating them. The ELE firmware is
authenticated by the ELE ROM, and images in the second container are verified by
the ELE firmware.
If the bootloader image contains more than two containers, the third and
subsequent containers are authenticated by the SPL instead of the ELE.
PKI Generation
To authenticate the bootloader, we need to generate keys. These keys can be
created with the CST. The private key will be used to sign the bootloader, and
the public key will be burned into the i.MX93 fuses to authenticate the
bootloader during boot.
Follow these steps to generate the keys:
cd cst-3.4.1/keys
echo 00000001 > serial
Write the passphrase for the certificate (replace "fooahabcert" with your
choice) in two lines, separated by \n. It is important to store this
passphrase securely with backups:
echo -e "fooahabcert\nfooahabcert" > key_pass.txt
Generate a P384 ECC PKI tree with a subordinate SGK key on CST:
./ahab_pki_tree.sh
[...]
Do you want to use an existing CA key (y/n)?: n
Key type options (confirm targeted device supports desired key type):
Select the key type (possible values: rsa, rsa-pss, ecc)?: ecc
Enter length for elliptic curve to be used for PKI tree:
Possible values p256, p384, p521: p384
Enter the digest algorithm to use: sha384
Enter PKI tree duration (years): 10
Do you want the SRK certificates to have the CA flag set? (y/n)?: n
Generate the Signing Root Keys (SRK) Table and SRK Hash for 64-bit Linux machines:
cd ../crts/
../linux64/bin/srktool -a -d sha256 -s sha384 -t SRK_1_2_3_4_table.bin \
-e SRK_1_2_3_4_fuse.bin -f 1 -c \
SRK1_sha384_secp384r1_v3_usr_crt.pem,\
SRK2_sha384_secp384r1_v3_usr_crt.pem,\
SRK3_sha384_secp384r1_v3_usr_crt.pem,\
SRK4_sha384_secp384r1_v3_usr_crt.pem
Do not enter spaces between the commas when specifying the SRKs in the "-c" or
"--certs" option. Otherwise, the certificates specified after the first space
will be excluded from the table.
Regenerate the SRK HASH (SRK_1_2_3_4_fuse.bin) using SHA256 with the
SRK_1_2_3_4_table.bin:
openssl dgst -binary -sha256 SRK_1_2_3_4_table.bin
Optionally, verify that the sha256sum of SRK_1_2_3_4_table matches the SRK_1_2_3_4_fuse.bin:
od -t x4 SRK_1_2_3_4_fuse.bin
0000000 29eec727 eaed9aa7 c7e53bc0 36835f78
0000020 6901bc47 b244753c f78d3162 27ae36b9
0000040
Bootloader Signature
The CST uses CSF description files to sign (and encrypt) containers generated by
imx-mkimage with OEM keys. When imx-mkimage generates containers, it also
specifies the block offsets to be used in the CSF description files. For
example, imx-mkimage returns the following values for your bootloader:
CST: CONTAINER 0 offset: 0x0
CST: CONTAINER 0: Signature Block: offset is at 0x190
CST: CONTAINER 0 offset: 0x400
CST: CONTAINER 0: Signature Block: offset is at 0x490
Where 0x190 is the block offset for the second container header and 0x490 is
the block offset for the third container header.
The CSF description file used to sign a container contains three sections:
- [Header]: Information about the HAB version to use for signing.
- [Authenticate Data]: Information about the key used to sign.
- [Install SRK]: Information about the container being signed.
The following CSF description files were used to sign the
u-boot-atf-container.img in our example:
[Header]
Target = AHAB
Version = 1.0
[Install SRK]
# SRK table generated by srktool
File = "SRK_1_2_3_4_table.bin"
# Public key certificate in PEM format
Source = "SRK1_sha384_secp384r1_v3_usr_crt.pem"
# Index of the public key certificate within the SRK table (0 .. 3)
Source index = 0
# Type of SRK set (NXP or OEM)
Source set = OEM
# bitmask of the revoked SRKs
Revocations = 0x0
[Authenticate Data]
# Binary to be signed generated by mkimage
File = "u-boot-atf-container.img"
# Offsets = Container header Signature block (printed out by mkimage)
Offsets = 0x0 0x190
The following CSF description files were used to sign flash.bin in our
example:
[Header]
Target = AHAB
Version = 1.0
[Install SRK]
# SRK table generated by srktool
File = "SRK_1_2_3_4_table.bin"
# Public key certificate in PEM format
Source = "SRK1_sha384_secp384r1_v3_usr_crt.pem"
# Index of the public key certificate within the SRK table (0 .. 3)
Source index = 0
# Type of SRK set (NXP or OEM)
Source set = OEM
# bitmask of the revoked SRKs
Revocations = 0x0
[Authenticate Data]
# Binary to be signed generated by mkimage
File = "flash.bin"
# Offsets = Container header Signature block (printed out by mkimage)
Offsets = 0x400 0x490
The first step is to generate a u-boot-atf-container.img, then copy the block
offsets into the CSF description file to sign it:
make SOC=iMX9 REV=A1 dtbs=imx93-11x11-evk.dtb u-boot-atf-container.img
Next, sign it with the following command and replace the unsigned version:
cst -i u-boot-atf-container.img.csf -o u-boot-atf-container.img.signed
mv u-boot-atf-container.img.signed u-boot-atf-container.img
Then generate a flash.bin containing the signed u-boot-atf-container.img:
make SOC=iMX9 REV=A1 V2X=NO dtbs=imx93-11x11-evk.dtb flash_singleboot
Finally, sign the resulting flash.bin:
cst -i flash.bin.csf -o flash.bin.signed
Burn Fuses
Once the signed flash.bin is flashed, you need to burn the public keys used to
sign the bootloader into the i.MX93 fuses to finalize AHAB secure boot. This
requires using a U-Boot that provides AHAB functionalities, such as checking ELE
events during bootloader authentication and securing the device.
Program SRK
The following commands enable AHAB secure boot by programming the
SRK_HASH[255:0] fuses on i.MX93, ensuring that only bootloaders signed with
keys matching the SRK hash programmed into the fuses will be accepted:
fuse prog -y 16 0 0x29eec727
fuse prog -y 16 1 0xeaed9aa7
fuse prog -y 16 2 0xc7e53bc0
fuse prog -y 16 3 0x36835f78
fuse prog -y 16 4 0x6901bc47
fuse prog -y 16 5 0xb244753c
fuse prog -y 16 6 0xf78d3162
fuse prog -y 16 7 0x27ae36b9
Close the Device
Once the SRK fuses are programmed, you can "close" the device to allow only the
bootloader signed with keys matching the SRK table to boot:
Before closing the device, you can verify that the fuses have been written
correctly by checking that no ELE events are raised:
ahab_status
Lifecycle: 0x00000008, OEM Open
No Events Found!
=>
Lifecycle: 0x00000008, OEM Open
No Events Found!
Once the device is closed, the ahab_status command will show OEM closed:
ahab_status
Lifecycle: 0x00000020, OEM closed
No Events Found!
=>
Lifecycle: 0x00000020, OEM closed
No Events Found!
As long as OEM Open appears in the status, the device is not secured and can still
execute unsigned bootloaders or those signed with invalid keys.
Conclusion
By implementing AHAB on the i.MX93 platform, you can ensure that your boot
process is protected from unauthorized code. The use of public key cryptography
and secure containers adds an extra layer of security, making your device more
resilient to attacks. This process is crucial for applications where integrity
and authenticity from the very first boot stage are paramount.
Introduction
The goal of the Zephyr project, hosted by the Linux foundation, since 2016, is to provide a safe and secured real time operating system (RTOS) for connected devices that are too small for Linux, or for core companion, through the Apache 2.0 open source license.
It is designed for resource-constrained devices such as microcontrollers and Internet of Things (IoT) devices, to be modular and scalable. This makes it ideal for a wide range of devices, from simple sensors to complex systems. The operating system is written in C and is fully compatible with the C11 and C++17 standards.
One of the key benefits of the Zephyr device model is its small footprint, it can be configured to run on devices with as little as 10 KB of memory.
It supports multiple 32 bits and 64 bits architectures: Cortex-A, Cortex-M, Cortex-R, RISC-V, x86-64, etc.
But it also support several boards and extensions: Feather, nRF52840, ST Discovery, ST Nucleo, ESP-32, etc.
It is able to manage several kinds of connectivity: Bluetooth, ethernet, wifi, LoRa.
And it support some network protocols: IPv4, IPv6,UDP, TCP, CoAP, LWM2M, MQTT, DNS, etc.
As Linux, Zephyr use Kconfig, and its device model is mainly based on device tree.
Device tree
Device trees are tree data structures that describe the hardware components and their relationships in a system.
They are stored in a text file, named device tree sources (*.dts), and they written by developers to describe hardware architectures of SoCs and boards.
And they are used by the operating system to determine how to initialize and interact with the hardware.
Each node describe a device of the system, has its own properties that describe their characteristics, and they have only one parent (except for the root node).
Each device driver is associated with a specific device tree node, which represents a hardware component in the system. The device driver provides the necessary code and data to control the behavior of the hardware component.
test_i2c_bme280: bme280@6 {
compatible = "bosch,bme280";
reg = <0x6>;
};
In the Linux kernel, device tree sources are compiled to device tree binaries (dtb) that are parsed, at boot, by bootloader stages (U-Boot, TF-A...) and the kernel to allow support several hardware configuration with same binaries.
But in Zephyr, device tree sources are transformed to a "devicetree_generated.h" C header file at build, that contains macro definitions and data structures allowing device drivers to access information about the hardware components in the system, such as the memory mapping of a device, its pin assignments, and its IRQ numbers:
#define DT_COMPAT_HAS_OKAY_bosch_bme280 1
#define DT_N_INST_bosch_bme280_NUM_OKAY 1
#define DT_FOREACH_OKAY_bosch_bme280(fn) fn(DT_N_S_soc_S_i2c_40005400_S_bme280_77)
#define DT_FOREACH_OKAY_VARGS_bosch_bme280(fn, ...) fn(DT_N_S_soc_S_i2c_40005400_S_bme280_77, __VA_ARGS__)
#define DT_FOREACH_OKAY_INST_bosch_bme280(fn) fn(0)
#define DT_FOREACH_OKAY_INST_VARGS_bosch_bme280(fn, ...) fn(0, __VA_ARGS__)
#define DT_COMPAT_bosch_bme280_BUS_i2c 1
Where:
- DT_COMPAT_HAS_OKAY_bosch_bme280: indicates that there is at least one instance of BME280
- DT_N_INST_bosch_bme280_NUM_OKAY: defines the number of BME280 instances that are marked okay
- DT_FOREACH_OKAY_bosch_bme280: allows you to apply a function fn to each instance of the BME280
- DT_FOREACH_OKAY_VARGS_bosch_bme280: also allows you to apply a function fn to each instance of the BME280, but with additional arguments
- DT_FOREACH_OKAY_INST_bosch_bme280: allows you to apply a function fn to each instance of the BME280, passing the instance number as an argument
- DT_FOREACH_OKAY_INST_VARGS_bosch_bme280: is similar to the previous macro, but this one allows for additional arguments
- DT_COMPAT_bosch_bme280_BUS_i2c: indicates that the BME280 device is connected to an I2C bus.
- DT_N_S_soc_S_i2c_40005400_S_bme280_77: refers to a specific node in the device tree, here it refers to the BME280 sensor connected to the I2C controller with the base address 0x40005400 within the SoC. The sensor's address on this I2C bus is 0x77.
In addition, device tree sources can be extended or overridden, for example to connect additional devices to a board, or to disable board devices which will not be used:
/ {
aliases {
bme280 = &bme280;
};
};
&spi1 {
status = "disabled";
};
&i2c1 {
status = "okay";
bme280: bme280@77 {
compatible = "bosch,bme280";
reg = <0x77>;
};
};
Binding
Content of device tree sources is described in binding files, that are written in human readable and easy to parse YAML.
Binding files can be also used to validate device tree sources by comparing the information in the YAML file with the information in the device tree sources.
description: BME280 integrated environmental sensor
compatible: "bosch,bme280"
include: [sensor-device.yaml, i2c-device.yaml]
Device driver
In Zephyr, a device driver can access the properties of an associated node in the device tree using the macro that are defined in C header files.
For example, the following code can be used to initialize a BME280 sensor using properties defined in the device tree:
#include <device.h>
#include <drivers/i2c.h>
#include <devicetree.h>
#include <zephyr.h>
// Define the node identifier for the BME280 sensor
#define BME280_NODE DT_N_S_soc_S_i2c_40005400_S_bme280_77
// Function to initialize the BME280 sensor
static int bme280_init(const struct device *dev)
{
// Check if the node is available
if (!device_is_ready(dev)) {
printk("Device %s is not ready\n", dev->name);
return -ENODEV;
}
// Retrieve the I2C device associated with the BME280 node
const struct device *i2c_dev = DEVICE_DT_GET(DT_BUS(BME280_NODE));
if (!device_is_ready(i2c_dev)) {
printk("I2C device not ready\n");
return -ENODEV;
}
// Write some initialization code here, such as configuring registers
printk("BME280 sensor initialized\n");
return 0;
}
// Initialize the BME280 sensor at boot time
SYS_INIT(bme280_init, APPLICATION, CONFIG_APPLICATION_INIT_PRIORITY);
Conclusion
Those who have already implemented BSP or driver on Linux shouldn't encounter too much difficulty, but on the other hand, the step is a little higher for people coming from the world of micro-controllers.
Summary
This article is a tip that explains how it is possible to build a RIOT-OS
application with Podman and the official build container. And I would like to
take this opportunity to introduce you to Podman and RIOT-OS.
Podman
Some Linux distribution, like Fedora chosen to officially support only
Podman instead of Docker for several reasons:
- It is daemonless container engine.
- It is rootless.
- It follows Open Container Initiative (OCI) standards.
- It is safer than the Docker engine.
- It introduces the notion of Pods: a group of container(s) that share storage
or network resources.
Moreover, Podman is able to use the images built by the Docker engine and
has been stored in Docker registry.
However, most of the time the Podman commands are identical to that of
Docker, then a simple alias is enough to be misleading:
alias docker=podman.
But as Podman is rootless and safer than Docker, then sometimes it is
necessary to specify additional security parameters.
RIOT-OS
RIOT-OS is a memory-constrained RTOS, such as Contiki, that provides
real-time and multithreading abilities, and it runs on processors from 8bits to
32bits.
It was designed for IoT devices then to be low power consumption and it
provides three very complete network stacks including some protocols as:
The RIOT-OS project also provides some useful tools including a build
container (riotdocker).
And the build environment of RIOT-OS offers a Makefile to build an
application with this container simply by setting the variable BUILD_IN_DOCKER
to 1. Then the prebuilt image is downloaded and instantiated to execute the
make command.
By default, this feature is configured to be used with the Docker engine,
but it is possible to override some variables from the build environment
either to use a custom prebuilt image, either use another engine or to use
custom engine parameters.
Then here, we will use these environments variable to instantiate a container
with Podman (instead of Docker) and with the required parameters.
Tip of the day
In the following example, we build the Helloworld application for a STM32
Discovery board.
To do that we specify the engine by setting the variable DOCKER to the value
podman. The variable DOCKER_USER is set empty because in the variable
DOCKER_RUN_FLAGS the parameter --userns is set to keep-id to map the
uid:gid of the current rootless user (from host) with the values that will be
used into the container.
export BUILD_IN_DOCKER=1
export DOCKER="podman"
export DOCKER_USER=""
export DOCKER_RUN_FLAGS="--rm -i -t --security-opt seccomp=unconfined --security-opt label=disable --userns=keep-id"
export DOCKER_MAKE_ARGS="-j$(nproc)"
make BOARD=stm32l476g-disco
Launching build container using image "riot/riotbuild:latest".
podman run --rm -i -t --security-opt seccomp=unconfined --security-opt label=disable --userns=keep-id -v '/usr/share/zoneinfo/Europe/Paris:/etc/localtime:ro' -v '/home/tperrot/dev/tprrt/pwm-ramp-gen/RIOT:/data/riotbuild/riotbase:delegated' -e 'RIOTBASE=/data/riotbuild/riotbase' -e 'CCACHE_BASEDIR=/data/riotbuild/riotbase' -e 'BUILD_DIR=/data/riotbuild/riotbase/build' -v '/home/tperrot/dev/tprrt/pwm-ramp-gen:/data/riotbuild/riotproject:delegated' -e 'RIOTPROJECT=/data/riotbuild/riotproject' -e 'RIOTCPU=/data/riotbuild/riotbase/cpu' -e 'RIOTBOARD=/data/riotbuild/riotbase/boards' -e 'RIOTMAKE=/data/riotbuild/riotbase/makefiles' -v '/home/tperrot/dev/tprrt/pwm-ramp-gen/.git:/home/tperrot/dev/tprrt/pwm-ramp-gen/.git:delegated' -e 'BOARD=stm32l476g-disco' -w '/data/riotbuild/riotproject/' 'riot/riotbuild:latest' make 'BOARD=stm32l476g-disco' -j8
Building application "hello-world" for "stm32l476g-disco" with MCU "stm32".
[INFO] cloning stm32cmsis
fatal: not a git repository: /data/riotbuild/riotbase/../.git/modules/RIOT
Cloning into '/data/riotbuild/riotbase/cpu/stm32/include/vendor/cmsis/l4'...
remote: Enumerating objects: 364, done.
remote: Counting objects: 100% (364/364), done.
remote: Compressing objects: 100% (71/71), done.
remote: Total 364 (delta 309), reused 344 (delta 289), pack-reused 0
Receiving objects: 100% (364/364), 709.56 KiB | 561.00 KiB/s, done.
Resolving deltas: 100% (309/309), done.
HEAD is now at e442c72 Release v1.6.1
[INFO] updating stm32cmsis /data/riotbuild/riotbase/cpu/stm32/include/vendor/cmsis/l4/.pkg-state.git-downloaded
echo e442c72651e8d4757f6562acc14da949644944ce > /data/riotbuild/riotbase/cpu/stm32/include/vendor/cmsis/l4/.pkg-state.git-downloaded
[INFO] patch stm32cmsis
"make" -C /data/riotbuild/riotbase/boards/stm32l476g-disco
"make" -C /data/riotbuild/riotbase/core
"make" -C /data/riotbuild/riotbase/cpu/stm32
"make" -C /data/riotbuild/riotbase/drivers
"make" -C /data/riotbuild/riotbase/sys
"make" -C /data/riotbuild/riotbase/cpu/cortexm_common
"make" -C /data/riotbuild/riotbase/cpu/stm32/periph
"make" -C /data/riotbuild/riotbase/drivers/periph_common
"make" -C /data/riotbuild/riotbase/cpu/stm32/stmclk
"make" -C /data/riotbuild/riotbase/sys/auto_init
"make" -C /data/riotbuild/riotbase/cpu/cortexm_common/periph
"make" -C /data/riotbuild/riotbase/cpu/stm32/vectors
"make" -C /data/riotbuild/riotbase/sys/malloc_thread_safe
"make" -C /data/riotbuild/riotbase/sys/newlib_syscalls_default
"make" -C /data/riotbuild/riotbase/sys/pm_layered
"make" -C /data/riotbuild/riotbase/sys/stdio_uart
text data bss dec hex filename
8900 112 2300 11312 2c30 /data/riotbuild/riotproject/bin/stm32l476g-disco/hello-world.elf
Introduction
In this article, I will dissect how the chrt applet from the release 1.32.0 of Busybox works, what it does, etc.
This command is a Linux utils allowing to consult or to modify the scheduling attributes of a process.
chrt -m
SCHED_OTHER min/max priority : 0/0
SCHED_FIFO min/max priority : 1/99
SCHED_RR min/max priority : 1/99
SCHED_BATCH min/max priority : 0/0
SCHED_IDLE min/max priority : 0/0
SCHED_DEADLINE min/max priority : 0/0
pidof firefox
6987 6851 6825 6816 6800 6771 6767 6761 6720 6611
chrt -p 6987
pid 6987's current scheduling policy: SCHED_OTHER
pid 6987's current scheduling priority: 0
sudo chrt -f -p 1 6987
chrt -p 6987
pid 6987's current scheduling policy: SCHED_FIFO
pid 6987's current scheduling priority: 1
Busybox provides an applet whose size, once compiled, is ten times smaller than that of the binary implementation
and with some limitations.
The dissection
The implementation of the chrt applet is in the file util-linux/chrt.c that containing several functions which are
called in the main function of this applet.
The main function of this applet is divided into three main parts:
- the first parses the command options
- the second prints the scheduler's information
- the last one, to apply scheduler changes in case of a set
At start of main, the character string containing the options are parsed to obtain a bitfield easier to use:
opt = getopt32(argv, "^"
"+" "mprfobi"
"\0"
/* only one policy accepted: */
"r--fobi:f--robi:o--rfbi:b--rfoi:i--rfob"
);
If the (-m) is set then the min and max valid priorities for each scheduling policies are shown and the command exits:
if (opt & OPT_m) { /* print min/max and exit */
show_min_max(SCHED_OTHER);
show_min_max(SCHED_FIFO);
show_min_max(SCHED_RR);
show_min_max(SCHED_BATCH);
show_min_max(SCHED_IDLE);
fflush_stdout_and_exit(EXIT_SUCCESS);
}
The function show_min_max uses the Posix functions sched_get_priority_max and sched_get_priority_min from the
standard C library to send a syscall to the kernel in order to obtain the min and max values accepted by each policy:
max = sched_get_priority_max(pol);
min = sched_get_priority_min(pol);
if ((max|min) < 0)
fmt = "SCHED_%s not supported\n";
Otherwise the required options and arguments to show or to apply real-time attributes of a process:
//if (opt & OPT_r)
// policy = SCHED_RR; - default, already set
if (opt & OPT_f)
policy = SCHED_FIFO;
if (opt & OPT_o)
policy = SCHED_OTHER;
if (opt & OPT_b)
policy = SCHED_BATCH;
if (opt & OPT_i)
policy = SCHED_IDLE;
argv += optind;
if (!argv[0])
bb_show_usage();
if (opt & OPT_p) {
pid_str = *argv++;
if (*argv) { /* "-p PRIO PID [...]" */
priority = pid_str;
pid_str = *argv;
}
/* else "-p PID", and *argv == NULL */
pid = xatoul_range(pid_str, 1, ((unsigned)(pid_t)ULONG_MAX) >> 1);
} else {
priority = *argv++;
if (!*argv)
bb_show_usage();
}
Then the applet uses the Posix function sched_getscheduler provides by the standard C library to obtain the scheduling attributes of the process specified by the pid.
print_rt_info:
pol = sched_getscheduler(pid);
if (pol < 0)
bb_perror_msg_and_die("can't %cet pid %u's policy", 'g', (int)pid);
Finally, when the chrt applet is used to modify scheduling attributes then the Posix function sched_getscheduler is used and the new scheduling attributes are showed:
if (sched_setscheduler(pid, policy, &sp) < 0)
bb_perror_msg_and_die("can't %cet pid %u's policy", 's', (int)pid);
if (!argv[0]) /* "-p PRIO PID [...]" */
goto print_rt_info;
The function sched_setscheduler and sched_getscheduler will send a syscall to the scheduler subsystem of the kernel Linux.
This subsystem also exposes this information from /proc:
cat /proc/6987/sched
WebExtensions (6987, #threads: 23)
-------------------------------------------------------------------
se.exec_start : 4421312.640001
se.vruntime : 344438.942254
se.sum_exec_runtime : 38238.466094
se.nr_migrations : 6811
nr_switches : 49452
nr_voluntary_switches : 21749
nr_involuntary_switches : 27703
se.load.weight : 1048576
se.runnable_weight : 1048576
se.avg.load_sum : 3415
se.avg.runnable_load_sum : 3415
se.avg.util_sum : 3497621
se.avg.load_avg : 74
se.avg.runnable_load_avg : 74
se.avg.util_avg : 74
se.avg.last_update_time : 4421312640000
se.avg.util_est.ewma : 75
se.avg.util_est.enqueued : 75
policy : 0
prio : 120
clock-delta : 89
mm->numa_scan_seq : 0
numa_pages_migrated : 0
numa_preferred_nid : -1
total_numa_faults : 0
current_node=0, numa_group_id=0
numa_faults node=0 task_private=0 task_shared=0 group_private=0 group_shared=0
Limitations
Below a short list of limitations that I observed during my analysis of this applet.
Resetting scheduling policy
The chrt applet doesn't offer an option (-R) to specify if the scheduling policy should be applied or reset when a
process forks to create children. This feature, introduced since Linux 2.6.32, can be only enabled or disabled at the
build of busybox and it is applied on all scheduling attributes modifications done with this applet.
Deadline support
The chrt applet doesn't provide the required scheduling options (-d, -T, -P and -D) to set the deadline scheduling attributes of a process.
Introduction
Since some years, I haven't built an embedded Linux without using a framework, like Open Embedded from the Yocto
project.
Then here, I wanted to make a guide to help you to build quickly, from "scratch" a very minimal embedded Linux to boot a
target.
The following examples have been written to boot a virtual Qemu target but, they can be adapted to boot a real target.
Moreover, the build environment will be bootstrapped with a prebuilt cross-toolchain, I have chosen to use one provided
by Bootlin and using glibc.
Setup the environment
First, it is required to install the packages that are needed to install and use the cross-toolchain but also to compile the host tools and to provide Qemu:
- The Ncurses libraries are only required to execute the command make menuconfig.
- The certificates and wget will be used to download the prebuilt toolchain.
- In the same way, git will be used to checkout the source of Busybox and Linux.
- The Qemu packages will be used to emulate system platform and to execute static binaries cross-compiled for aarch64 on the x86-64 host.
apt update
apt install -y --no-install-recommends \
bc \
build-essential \
ca-certificates \
cpio \
file \
flex \
git \
ipxe-qemu \
libncurses5-dev \
libncursesw5-dev \
libssl-dev \
qemu \
qemu-system-aarch64 \
qemu-user-static \
wget
Now, it is time to download and install the prebuilt toolchain:
mkdir ~/src
cd ~/src
wget https://toolchains.bootlin.com/downloads/releases/toolchains/aarch64/tarballs/aarch64--glibc--stable-2020.08-1.tar.bz2
tar xvjf aarch64--glibc--stable-2020.08-1.tar.bz2
Once the toolchain has been extracted you have to set the required environment variables to cross-compile binaries:
- PATH: It shall be extended so that the cross-tools from the cross-toolchain will be available from the environment
- CROSS_COMPILE: In order to clarify the prefix used by the cross-tools
- ARCH: The architecture of the target platform
ls ~/src/aarch64--glibc--stable-2020.08-1/bin/*gcc
~/src/aarch64--glibc--stable-2020.08-1/bin/aarch64-linux-gcc
export PATH=~/src/aarch64--glibc--stable-2020.08-1/bin:$PATH
export CROSS_COMPILE=aarch64-linux-
Now, it is possible to call the cross-tools from the shell:
aarch64-linux-gcc -v
Using built-in specs.
COLLECT_GCC=~/src/aarch64--glibc--stable-2020.08-1/bin/aarch64-linux-gcc.br_real
COLLECT_LTO_WRAPPER=~/src/aarch64--glibc--stable-2020.08-1/bin/../libexec/gcc/aarch64-buildroot-linux-gnu/9.3.0/lto-wrapper
Target: aarch64-buildroot-linux-gnu
<...>
Thread model: posix
gcc version 9.3.0 (Buildroot 2020.08-14-ge5a2a90)
Concerning the variable PATH this one will be set afterwards because its value depends on the binary that will be built.
Build the Linux kernel
So, the environment is ready to pull the sources of the latest stable branch of the kernel Linux and to build them:
git clone git://git.kernel.org/pub/scm/linux/kernel/git/stable/linux.git
cd linux
git checkout -b local/linux-5.4.y origin/linux-5.4.y
# git show HEAD
export ARCH=arm64
make defconfig
HOSTCC scripts/basic/fixdep
HOSTCC scripts/kconfig/conf.o
HOSTCC scripts/kconfig/confdata.o
HOSTCC scripts/kconfig/expr.o
LEX scripts/kconfig/lexer.lex.c
YACC scripts/kconfig/parser.tab.[ch]
HOSTCC scripts/kconfig/lexer.lex.o
HOSTCC scripts/kconfig/parser.tab.o
HOSTCC scripts/kconfig/preprocess.o
HOSTCC scripts/kconfig/symbol.o
HOSTLD scripts/kconfig/conf
*** Default configuration is based on 'defconfig'
#
# configuration written to .config
#
# make menuconfig
make -j$(nproc)
<...>
AR drivers/net/ethernet/built-in.a
AR drivers/net/built-in.a
AR drivers/built-in.a
GEN .version
CHK include/generated/compile.h
LD vmlinux.o
MODPOST vmlinux.o
MODINFO modules.builtin.modinfo
LD .tmp_vmlinux.kallsyms1
KSYM .tmp_vmlinux.kallsyms1.o
LD .tmp_vmlinux.kallsyms2
KSYM .tmp_vmlinux.kallsyms2.o
LD vmlinux
SORTEX vmlinux
SYSMAP System.map
Building modules, stage 2.
MODPOST 531 modules
OBJCOPY arch/arm64/boot/Image
GZIP arch/arm64/boot/Image.gz
The command make defconfig will apply the default configuration for the target platform (cf. ARCH=arm64), and the
compilation will be performed by make -j$(nproc).
The commands git show HEAD and make defconfig are optional:
- the first is useful to verify that the latest commit corresponding to the latest tag of the branch linux-5.4.y.
- the second can be used if you want to customize the kernel configuration.
NB. The kernel Linux but also Busybox and some projects use Kbuild to manage the build options
Populate the sysroot
The easy way to bootstrap a sysroot is to use Busybox that has been created to offer common UNIX tools into a single
executable and it is size-optimized. To create a sysroot, it is only required to add a few configuration files.
The steps to pull and build Busybox are similar to those of the kernel Linux.
git clone git://git.busybox.net/busybox
cd busybox
git checkout -b local/1_32_stable origin/1_32_stable
# git show HEAD
export ARCH=aarch64
export LDFLAGS="--static"
make defconfig
# make menuconfig
make -j$(nproc)
make install
Here, the LDFLAGS is set to force static linking of Busybox quickly, but it is also possible to use
make menuconfig to set CONFIG_STATIC=y. The advantage of the static executable is that it can be tested with Qemu:
qemu-aarch64-static busybox echo "Hello!"
Hello!
qemu-aarch64-static busybox date
Sat Jun 27 15:06:41 UTC 2020
The binary qemu-aarch64-static allows to execute a binary built for another architecture on the host computer, for
example here it allows to execute the Busybox binary compiled for an aarch64 target on a x86-64 host.
The last command make install created a tree into the _install directory that can be used to populate the sysroot:
ls -l _install
total 4
drwxr-xr-x. 1 tperrot tperrot 974 Nov 30 15:22 bin
lrwxrwxrwx. 1 tperrot tperrot 11 Nov 30 15:22 linuxrc -> bin/busybox
drwxr-xr-x. 1 tperrot tperrot 986 Nov 30 15:22 sbin
drwxr-xr-x. 1 tperrot tperrot 14 Nov 30 15:22 usr
ls -l _install/bin
<...>
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 umount -> busybox
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 uname -> busybox
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 usleep -> busybox
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 vi -> busybox
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 watch -> busybox
lrwxrwxrwx. 1 tperrot tperrot 7 Nov 30 15:22 zcat -> busybox
In order, to finalize this minimal sysroot, it is required to create a rcS init script:
mkdir _install/proc _install/sys _install/dev _install/etc _install/etc/init.d
cat > _install/etc/init.d/rcS << EOF
#!/bin/sh
mount -t proc none /proc
mount -t sysfs none /sys
/sbin/mdev -s
[ ! -h /etc/mtab ] && ln -s /proc/mounts /etc/mtab
[ ! -f /etc/resolv.conf ] && cat /proc/net/pnp > /etc/resolv.conf
EOF
chmod +x _install/etc/init.d/rcS
Build the filesystem
The target of this step is to package the sysroot tree into a filesystem that can be mounted by the kernel.
There is two available possibilities, either build a ramfs or a rootfs.
Globally, the difference between both is that:
- the ramfs is a very simple filesystem that can be used by the kernel to create a block device into the RAM space from an archive.
- the rootfs is a filesystem mounted from a non volatile device by the kernel.
For more information about the difference between the ramfs and the rootfs, you can you refer to the kernel documentation.
Build a ramfs
To build the ramfs we will use cpio and gzip to construct the compressed archive after modifying the rights:
mkdir _rootfs
rsync -a _install/ _rootfs
chown -R root:root _rootfs
cd _rootfs
find . | cpio -o --format=newc > ../rootfs.cpio
cd ..
gzip -c rootfs.cpio > rootfs.cpio.gz
Build a rootfs
To build the rootfs, the first step is to create an empty binary blob that will be mounted into a loop device to be
formatted to create a ext3 filesystem. Then the tree can be copied and the rights updated.
dd if=/dev/zero of=rootfs.img bs=1M count=10
mke2fs -j rootfs.img
mkdir _rootfs
mount -o loop rootfs.img _rootfs
rsync -a _install/ _rootfs
chown -R root:root _rootfs
sync
umount _rootfs
Boot the target
Following, the qemu commands to boot the minimal embedded Linux system that has been built.
# With the ramfs
qemu-system-aarch64 -nographic -no-reboot -machine virt -cpu cortex-a57 -smp 2 -m 256 \
-kernel ~/src/linux/arch/arm64/boot/Image \
-initrd ~/src/busybox/rootfs.cpio.gz \
-append "panic=5 ro ip=dhcp root=/dev/ram rdinit=/sbin/init"
# With the rootfs
qemu-system-aarch64 -nographic -no-reboot -machine virt -cpu cortex-a57 -smp 2 -m 256 \
-kernel ~/src/linux/arch/arm64/boot/Image \
-append "panic=5 ro ip=dhcp root=/dev/vda" \
-drive file=~/src/busybox/rootfs.img,format=raw,if=none,id=hd0 -device virtio-blk-device,drive=hd0
Then the target will be boot to shell, "It's alive!":
[ 0.000000] Booting Linux on physical CPU 0x0000000000 [0x411fd070]
[ 0.000000] Linux version 5.10.0-rc5 (tperrot@27ea4a863f61) (aarch64-linux-gcc.br_real (Buildroot 2020.08-14-ge5a2a90) 9.3.0, GNU ld (GNU Binutils) 2.33.1) #1 SMP PREEMPT Mon Nov 30 14:40:05 UTC 2020
[ 0.000000] Machine model: linux,dummy-virt
<...>
[ 0.858346] Sending DHCP requests ., OK
[ 0.870558] IP-Config: Got DHCP answer from 10.0.2.2, my address is 10.0.2.15
[ 0.870909] IP-Config: Complete:
[ 0.871199] device=eth0, hwaddr=52:54:00:12:34:56, ipaddr=10.0.2.15, mask=255.255.255.0, gw=10.0.2.2
[ 0.871566] host=10.0.2.15, domain=, nis-domain=(none)
[ 0.871825] bootserver=10.0.2.2, rootserver=10.0.2.2, rootpath=
[ 0.871866] nameserver0=10.0.2.3
[ 0.872389]
[ 0.875863] ALSA device list:
[ 0.876151] No soundcards found.
[ 0.879353] uart-pl011 9000000.pl011: no DMA platform data
[ 0.920237] Freeing unused kernel memory: 5952K
[ 0.921223] Run /sbin/init as init process
Please press Enter to activate this console.
Welcome,
After closing my last blog seventeen years ago, in order to share my knowledge and my little experiments about
embedded open source. As you might have guessed, this blog will mainly focus on embedded Linux operating systems,
but also about open firmware and rtos, as well as related topics like virtualization, security, etc.
I hope you will like the articles of this blog, enjoy the reading.