89 lines
3.6 KiB
C++
89 lines
3.6 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common.h"
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#include "common/common_types.h"
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namespace Memory {
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////////////////////////////////////////////////////////////////////////////////////////////////////
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enum {
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BOOTROM_SIZE = 0x00010000, ///< Bootrom (super secret code/data @ 0x8000) size
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MPCORE_PRIV_SIZE = 0x00002000, ///< MPCore private memory region size
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VRAM_SIZE = 0x00600000, ///< VRAM size
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DSP_SIZE = 0x00080000, ///< DSP memory size
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AXI_WRAM_SIZE = 0x00080000, ///< AXI WRAM size
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FCRAM_SIZE = 0x08000000, ///< FCRAM size
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SCRATCHPAD_SIZE = 0x00004000, ///< Typical stack size - TODO: Read from exheader
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HEAP_GSP_SIZE = 0x02000000, ///< GSP heap size... TODO: Define correctly?
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HEAP_SIZE = FCRAM_SIZE, ///< Application heap size
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HEAP_PADDR = HEAP_GSP_SIZE,
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HEAP_PADDR_END = (HEAP_PADDR + HEAP_SIZE),
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HEAP_VADDR = 0x08000000,
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HEAP_VADDR_END = (HEAP_VADDR + HEAP_SIZE),
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HEAP_GSP_VADDR = 0x14000000,
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HEAP_GSP_VADDR_END = (HEAP_GSP_VADDR + HEAP_GSP_SIZE),
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HEAP_GSP_PADDR = 0x00000000,
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HEAP_GSP_PADDR_END = (HEAP_GSP_PADDR + HEAP_GSP_SIZE),
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VRAM_MASK = 0x007FFFFF,
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FCRAM_MASK = (FCRAM_SIZE - 1), ///< FCRAM mask
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SCRATCHPAD_MASK = (SCRATCHPAD_SIZE - 1), ///< Scratchpad memory mask
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HEAP_GSP_MASK = (HEAP_GSP_SIZE - 1),
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HEAP_MASK = (HEAP_SIZE - 1),
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FCRAM_PADDR = 0x20000000, ///< FCRAM physical address
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FCRAM_PADDR_END = (FCRAM_PADDR + FCRAM_SIZE), ///< FCRAM end of physical space
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FCRAM_VADDR = 0x08000000, ///< FCRAM virtual address
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FCRAM_VADDR_END = (FCRAM_VADDR + FCRAM_SIZE), ///< FCRAM end of virtual space
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VRAM_VADDR = 0x1F000000,
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SCRATCHPAD_VADDR_END = 0x10000000,
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SCRATCHPAD_VADDR = (SCRATCHPAD_VADDR_END - SCRATCHPAD_SIZE), ///< Stack space
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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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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// 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_heap_gsp; ///< GSP heap (main memory)
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extern u8* g_heap; ///< Application heap (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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u8 Read8(const u32 addr);
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u16 Read16(const u32 addr);
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u32 Read32(const u32 addr);
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u32 Read8_ZX(const u32 addr);
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u32 Read16_ZX(const u32 addr);
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void Write8(const u32 addr, const u8 data);
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void Write16(const u32 addr, const u16 data);
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void Write32(const u32 addr, const u32 data);
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u8* GetPointer(const u32 Address);
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inline const char* GetCharPointer(const u32 address) {
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return (const char *)GetPointer(address);
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}
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} // namespace
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