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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 {
MEM_BOOTROM_SIZE = 0x00010000, ///< Bootrom (super secret code/data @ 0x8000) size
MEM_MPCORE_PRIV_SIZE = 0x00002000, ///< MPCore private memory region size
MEM_VRAM_SIZE = 0x00600000, ///< VRAM size
MEM_DSP_SIZE = 0x00080000, ///< DSP memory size
MEM_AXI_WRAM_SIZE = 0x00080000, ///< AXI WRAM size
MEM_FCRAM_SIZE = 0x08000000, ///< FCRAM size... Really 0x07E00000, but power of 2
// works much better
MEM_SCRATCHPAD_SIZE = 0x00004000, ///< Typical stack size - TODO: Read from exheader
MEM_VRAM_MASK = 0x007FFFFF,
MEM_FCRAM_MASK = (MEM_FCRAM_SIZE - 1), ///< FCRAM mask
MEM_SCRATCHPAD_MASK = (MEM_SCRATCHPAD_SIZE - 1), ///< Scratchpad memory mask
MEM_FCRAM_PADDR = 0x20000000, ///< FCRAM physical address
MEM_FCRAM_PADDR_END = (MEM_FCRAM_PADDR + MEM_FCRAM_SIZE), ///< FCRAM end of physical space
MEM_FCRAM_VADDR = 0x08000000, ///< FCRAM virtual address
MEM_FCRAM_VADDR_END = (MEM_FCRAM_VADDR + MEM_FCRAM_SIZE), ///< FCRAM end of virtual space
MEM_VRAM_VADDR = 0x1F000000,
MEM_SCRATCHPAD_VADDR = (0x10000000 - MEM_SCRATCHPAD_SIZE), ///< Scratchpad virtual address
MEM_OSHLE_VADDR = 0xC0000000, ///< Memory for use by OSHLE accessible by appcore CPU
MEM_OSHLE_SIZE = 0x08000000, ///< ...Same size as FCRAM for now
};
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Memory {
// 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;
// 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.
extern u8* g_fcram; ///< Main memory
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);
u32 Read8_ZX(const u32 addr);
u32 Read16_ZX(const u32 addr);
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) {
return (const char *)GetPointer(address);
}
} // namespace
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