// 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 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 }; //////////////////////////////////////////////////////////////////////////////////////////////////// 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_heap_gsp; ///< GSP heap (main memory) extern u8* g_heap; ///< Application heap (main memory) 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); 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