yuzu-android/src/core/mem_map.h

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
////////////////////////////////////////////////////////////////////////////////////////////////////
#include "common/common.h"
#include "common/common_types.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
enum {
BOOTROM_SIZE = 0x00010000, ///< Bootrom (super secret code/data @ 0x8000) size
MPCORE_PRIV_SIZE = 0x00002000, ///< MPCore private memory region size
VRAM_SIZE = 0x00600000, ///< VRAM size
DSP_SIZE = 0x00080000, ///< DSP memory size
AXI_WRAM_SIZE = 0x00080000, ///< AXI WRAM size
FCRAM_SIZE = 0x08000000, ///< FCRAM size
SCRATCHPAD_SIZE = 0x00004000, ///< Typical stack size - TODO: Read from exheader
HEAP_GSP_SIZE = 0x02000000, ///< GSP heap size... TODO: Define correctly?
HEAP_SIZE = FCRAM_SIZE, ///< Application heap size
HEAP_PADDR = HEAP_GSP_SIZE,
HEAP_PADDR_END = (HEAP_PADDR + HEAP_SIZE),
HEAP_VADDR = 0x08000000,
HEAP_VADDR_END = (HEAP_VADDR + HEAP_SIZE),
HEAP_GSP_VADDR = 0x14000000,
HEAP_GSP_VADDR_END = (HEAP_GSP_VADDR + HEAP_GSP_SIZE),
HEAP_GSP_PADDR = 0x00000000,
HEAP_GSP_PADDR_END = (HEAP_GSP_PADDR + HEAP_GSP_SIZE),
VRAM_MASK = 0x007FFFFF,
FCRAM_MASK = (FCRAM_SIZE - 1), ///< FCRAM mask
SCRATCHPAD_MASK = (SCRATCHPAD_SIZE - 1), ///< Scratchpad memory mask
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HEAP_GSP_MASK = (HEAP_GSP_SIZE - 1),
HEAP_MASK = (HEAP_SIZE - 1),
FCRAM_PADDR = 0x20000000, ///< FCRAM physical address
FCRAM_PADDR_END = (FCRAM_PADDR + FCRAM_SIZE), ///< FCRAM end of physical space
FCRAM_VADDR = 0x08000000, ///< FCRAM virtual address
FCRAM_VADDR_END = (FCRAM_VADDR + FCRAM_SIZE), ///< FCRAM end of virtual space
VRAM_VADDR = 0x1F000000,
SCRATCHPAD_VADDR_END = 0x10000000,
SCRATCHPAD_VADDR = (SCRATCHPAD_VADDR_END - SCRATCHPAD_SIZE), ///< Stack space
};
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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_heap_gsp; ///< GSP heap (main memory)
extern u8* g_heap; ///< Application heap (main memory)
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extern u8* g_vram; ///< Video memory (VRAM)
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);
inline const char* GetCharPointer(const u32 address) {
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return (const char *)GetPointer(address);
}
} // namespace