start of 3DS memory map
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5 changed files with 80 additions and 16 deletions
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@ -22,6 +22,8 @@ template<> struct CompileTimeAssert<true> {};
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#define b32(x) (b16(x) | (b16(x) >>16) )
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#define ROUND_UP_POW2(x) (b32(x - 1) + 1)
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#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
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#if defined __GNUC__ && !defined __SSSE3__ && !defined _M_GENERIC
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#include <emmintrin.h>
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static __inline __m128i __attribute__((__always_inline__))
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@ -163,14 +163,6 @@ u8* MemArena::Find4GBBase()
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}
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// yeah, this could also be done in like two bitwise ops...
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#define SKIP(a_flags, b_flags) \
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if (!(a_flags & MV_WII_ONLY) && (b_flags & MV_WII_ONLY)) \
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continue; \
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if (!(a_flags & MV_FAKE_VMEM) && (b_flags & MV_FAKE_VMEM)) \
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continue; \
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static bool Memory_TryBase(u8 *base, const MemoryView *views, int num_views, u32 flags, MemArena *arena) {
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// OK, we know where to find free space. Now grab it!
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// We just mimic the popular BAT setup.
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@ -189,7 +181,6 @@ static bool Memory_TryBase(u8 *base, const MemoryView *views, int num_views, u32
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int i;
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for (i = 0; i < num_views; i++)
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{
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SKIP(flags, views[i].flags);
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if (views[i].flags & MV_MIRROR_PREVIOUS) {
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position = last_position;
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} else {
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@ -230,7 +221,6 @@ u8 *MemoryMap_Setup(const MemoryView *views, int num_views, u32 flags, MemArena
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for (int i = 0; i < num_views; i++)
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{
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SKIP(flags, views[i].flags);
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if ((views[i].flags & MV_MIRROR_PREVIOUS) == 0)
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total_mem += views[i].size;
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}
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@ -37,8 +37,7 @@ private:
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enum {
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MV_MIRROR_PREVIOUS = 1,
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MV_FAKE_VMEM = 2,
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MV_WII_ONLY = 4,
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MV_IS_PRIMARY_RAM = 0x100,
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};
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struct MemoryView
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@ -22,10 +22,41 @@
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* http://code.google.com/p/gekko-gc-emu/
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*/
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#include "common.h"
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#include "mem_arena.h"
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#include "mem_map.h"
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#include "core.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace Memory {
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u8* g_mem_base = NULL; ///< The base pointer to the auto-mirrored arena.
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MemArena g_mem_arena; ///< The MemArena class
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u8* g_fcram = NULL; ///< Main memory (FCRAM) pointer
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u8* g_vram = NULL; ///< Video memory (VRAM) pointer
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u8* g_physical_fcram = NULL; ///< Main physical memory (FCRAM)
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u8* g_physical_vram = NULL; ///< Video physical memory (VRAM)
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// We don't declare the IO region in here since its handled by other means.
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static MemoryView g_mem_views[] =
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{
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{NULL, NULL, 0x00000000, MEM_BOOTROM_SIZE, 0},
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{NULL, NULL, 0x00010000, MEM_BOOTROM_SIZE, MV_MIRROR_PREVIOUS},
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{NULL, NULL, 0x17E00000, MEM_MPCORE_PRIV_SIZE, 0},
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{&g_vram, &g_physical_vram, 0x18000000, MEM_VRAM_SIZE, 0},
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{NULL, NULL, 0x1FF00000, MEM_DSP_SIZE, 0},
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{NULL, NULL, 0x1FF80000, MEM_AXI_WRAM_SIZE, 0},
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{&g_ram, &g_physical_fcram, 0x20000000, MEM_FCRAM_SIZE, MV_IS_PRIMARY_RAM},
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};
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static const int kNumMemViews = sizeof(g_mem_views) / sizeof(MemoryView); ///< Number of mem views
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u8 Read8(const u32 addr) {
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return 0xDE;
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}
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@ -47,6 +78,27 @@ void Write16(const u32 addr, const u32 data) {
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void Write32(const u32 addr, const u32 data) {
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}
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void Init() {
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int flags = 0;
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for (size_t i = 0; i < ARRAY_SIZE(g_mem_views); i++) {
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if (g_mem_views[i].flags & MV_IS_PRIMARY_RAM)
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g_mem_views[i].size = MEMORY_SIZE;
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}
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g_base = MemoryMap_Setup(g_mem_views, kNumMemViews, flags, &g_mem_arena);
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INFO_LOG(MEMMAP, "Memory system initialized. RAM at %p (mirror at 0 @ %p)", g_fcram,
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g_physical_fcram);
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}
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void Shutdown() {
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u32 flags = 0;
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MemoryMap_Shutdown(g_mem_views, kNumMemViews, flags, &g_mem_arena);
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g_mem_arena.ReleaseSpace();
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g_mem_base = NULL;
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INFO_LOG(MEMMAP, "Memory system shut down.");
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}
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} // namespace
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@ -32,13 +32,34 @@
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////////////////////////////////////////////////////////////////////////////////////////////////////
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#define MEM_BOOTROM_SIZE 0x00010000 ///< Bootrom (super secret code/data @ 0x8000) size
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#define MEM_MPCORE_PRIV_SIZE 0x00002000 ///< MPCore private memory region size
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#define MEM_VRAM_SIZE 0x00600000 ///< VRAM size
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#define MEM_DSP_SIZE 0x00080000 ///< DSP memory size
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#define MEM_AXI_WRAM_SIZE 0x00080000 ///< AXI WRAM size
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#define MEM_FCRAM_SIZE 0x08000000 ///< FCRAM size
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#define MEMORY_SIZE MEM_FCRAM_SIZE
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#define MEMORY_MASK (MEM_FCRAM_SIZE - 1) ///< Main memory mask
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace Memory {
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extern u8* g_ram;
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extern u8* g_vram;
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// Base is a pointer to the base of the memory map. Yes, some MMU tricks
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// are used to set up a full GC or Wii memory map in process memory. on
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// 32-bit, you have to mask your offsets with 0x3FFFFFFF. This means that
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// some things are mirrored too many times, but eh... it works.
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extern u32 g_memory_size;
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extern u32 g_memory_mask;
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// In 64-bit, this might point to "high memory" (above the 32-bit limit),
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// so be sure to load it into a 64-bit register.
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extern u8 *g_base;
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// These are guaranteed to point to "low memory" addresses (sub-32-bit).
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// 64-bit: Pointers to low-mem (sub-0x10000000) mirror
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// 32-bit: Same as the corresponding physical/virtual pointers.
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extern u8* g_ram; ///< Main memory
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extern u8* g_vram; ///< Video memory (VRAM)
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void Init();
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void Shutdown();
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