yuzu-android/src/core/src/mem_map.h

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/**
* Copyright (C) 2014 Citra Emulator
*
* @file mem_map.h
* @author ShizZy <shizzy247@gmail.com>
* @date 2013-09-05
* @brief Memory map - handles virtual to physical memory access
*
* @section LICENSE
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details at
* http://www.gnu.org/copyleft/gpl.html
*
* Official project repository can be found at:
* http://code.google.com/p/gekko-gc-emu/
*/
#ifndef CORE_MEM_MAP_H_
#define CORE_MEM_MAP_H_
////////////////////////////////////////////////////////////////////////////////////////////////////
#include "common.h"
#include "common_types.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
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#define MEM_BOOTROM_SIZE 0x00010000 ///< Bootrom (super secret code/data @ 0x8000) size
#define MEM_MPCORE_PRIV_SIZE 0x00002000 ///< MPCore private memory region size
#define MEM_VRAM_SIZE 0x00600000 ///< VRAM size
#define MEM_DSP_SIZE 0x00080000 ///< DSP memory size
#define MEM_AXI_WRAM_SIZE 0x00080000 ///< AXI WRAM size
#define MEM_FCRAM_SIZE 0x08000000 ///< FCRAM size... Really 0x07E00000, but power of 2
// works much better
#define MEM_SCRATCHPAD_SIZE 0x00004000 ///< Typical stack size - TODO: Read from exheader
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#define MEM_VRAM_MASK 0x007FFFFF
#define MEM_FCRAM_MASK (MEM_FCRAM_SIZE - 1) ///< FCRAM mask
#define MEM_SCRATCHPAD_MASK (MEM_SCRATCHPAD_SIZE - 1) ///< Scratchpad memory mask
#define MEM_FCRAM_VADDR 0x08000000
#define MEM_VRAM_VADDR 0x1F000000
#define MEM_SCRATCHPAD_VADDR (0x10000000 - MEM_SCRATCHPAD_SIZE) ///< Scratchpad virtual address
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////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Memory {
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// Base is a pointer to the base of the memory map. Yes, some MMU tricks
// are used to set up a full GC or Wii memory map in process memory. on
// 32-bit, you have to mask your offsets with 0x3FFFFFFF. This means that
// some things are mirrored too many times, but eh... it works.
// In 64-bit, this might point to "high memory" (above the 32-bit limit),
// so be sure to load it into a 64-bit register.
extern u8 *g_base;
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// These are guaranteed to point to "low memory" addresses (sub-32-bit).
// 64-bit: Pointers to low-mem (sub-0x10000000) mirror
// 32-bit: Same as the corresponding physical/virtual pointers.
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extern u8* g_fcram; ///< Main memory
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extern u8* g_vram; ///< Video memory (VRAM)
extern u8* g_scratchpad; ///< Stack memory
void Init();
void Shutdown();
u8 Read8(const u32 addr);
u16 Read16(const u32 addr);
u32 Read32(const u32 addr);
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u32 Read8_ZX(const u32 addr);
u32 Read16_ZX(const u32 addr);
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void Write8(const u32 addr, const u8 data);
void Write16(const u32 addr, const u16 data);
void Write32(const u32 addr, const u32 data);
u8* GetPointer(const u32 Address);
} // namespace
////////////////////////////////////////////////////////////////////////////////////////////////////
#endif // CORE_MEM_MAP_H_