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Memory: Support more regions in the VAddr-PAddr translation functions

Also adds better documentation and removes the one-off reimplementation
of the function in pica.h.
This commit is contained in:
Yuri Kunde Schlesner 2015-05-09 03:08:11 -03:00
parent e7b6ed7578
commit 28a9e4c1d5
7 changed files with 45 additions and 51 deletions

View File

@ -159,7 +159,7 @@ void TextureInfoDockWidget::OnStrideChanged(int value) {
} }
QPixmap TextureInfoDockWidget::ReloadPixmap() const { QPixmap TextureInfoDockWidget::ReloadPixmap() const {
u8* src = Memory::GetPointer(Pica::PAddrToVAddr(info.physical_address)); u8* src = Memory::GetPointer(Memory::PhysicalToVirtualAddress(info.physical_address));
return QPixmap::fromImage(LoadTexture(src, info)); return QPixmap::fromImage(LoadTexture(src, info));
} }
@ -274,7 +274,7 @@ void GPUCommandListWidget::SetCommandInfo(const QModelIndex& index) {
auto format = Pica::registers.GetTextures()[index].format; auto format = Pica::registers.GetTextures()[index].format;
auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format); auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format);
u8* src = Memory::GetPointer(Pica::PAddrToVAddr(config.GetPhysicalAddress())); u8* src = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
new_info_widget = new TextureInfoWidget(src, info); new_info_widget = new TextureInfoWidget(src, info);
} else { } else {
new_info_widget = new QWidget; new_info_widget = new QWidget;

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@ -215,7 +215,7 @@ void GraphicsFramebufferWidget::OnUpdate()
u32 bytes_per_pixel = GraphicsFramebufferWidget::BytesPerPixel(framebuffer_format); u32 bytes_per_pixel = GraphicsFramebufferWidget::BytesPerPixel(framebuffer_format);
QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32); QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32);
u8* buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address)); u8* buffer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(framebuffer_address));
for (unsigned int y = 0; y < framebuffer_height; ++y) { for (unsigned int y = 0; y < framebuffer_height; ++y) {
for (unsigned int x = 0; x < framebuffer_width; ++x) { for (unsigned int x = 0; x < framebuffer_width; ++x) {

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@ -181,10 +181,15 @@ inline const char* GetCharPointer(const VAddr address) {
return (const char *)GetPointer(address); return (const char *)GetPointer(address);
} }
/// Converts a physical address to virtual address /**
VAddr PhysicalToVirtualAddress(PAddr addr); * Converts a virtual address inside a region with 1:1 mapping to physical memory to a physical
* address. This should be used by services to translate addresses for use by the hardware.
/// Converts a virtual address to physical address */
PAddr VirtualToPhysicalAddress(VAddr addr); PAddr VirtualToPhysicalAddress(VAddr addr);
/**
* Undoes a mapping performed by VirtualToPhysicalAddress().
*/
VAddr PhysicalToVirtualAddress(PAddr addr);
} // namespace } // namespace

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@ -18,40 +18,40 @@ namespace Memory {
static std::map<u32, MemoryBlock> heap_map; static std::map<u32, MemoryBlock> heap_map;
static std::map<u32, MemoryBlock> heap_linear_map; static std::map<u32, MemoryBlock> heap_linear_map;
/// Convert a physical address to virtual address
VAddr PhysicalToVirtualAddress(const PAddr addr) {
// Our memory interface read/write functions assume virtual addresses. Put any physical address
// to virtual address translations here. This is quite hacky, but necessary until we implement
// proper MMU emulation.
// TODO: Screw it, I'll let bunnei figure out how to do this properly.
if (addr == 0) {
return 0;
} else if ((addr >= VRAM_PADDR) && (addr < VRAM_PADDR_END)) {
return addr - VRAM_PADDR + VRAM_VADDR;
} else if ((addr >= FCRAM_PADDR) && (addr < FCRAM_PADDR_END)) {
return addr - FCRAM_PADDR + LINEAR_HEAP_VADDR;
}
LOG_ERROR(HW_Memory, "Unknown physical address @ 0x%08x", addr);
return addr;
}
/// Convert a physical address to virtual address
PAddr VirtualToPhysicalAddress(const VAddr addr) { PAddr VirtualToPhysicalAddress(const VAddr addr) {
// Our memory interface read/write functions assume virtual addresses. Put any physical address
// to virtual address translations here. This is quite hacky, but necessary until we implement
// proper MMU emulation.
// TODO: Screw it, I'll let bunnei figure out how to do this properly.
if (addr == 0) { if (addr == 0) {
return 0; return 0;
} else if ((addr >= VRAM_VADDR) && (addr < VRAM_VADDR_END)) { } else if (addr >= VRAM_VADDR && addr < VRAM_VADDR_END) {
return addr - VRAM_VADDR + VRAM_PADDR; return addr - VRAM_VADDR + VRAM_PADDR;
} else if ((addr >= LINEAR_HEAP_VADDR) && (addr < LINEAR_HEAP_VADDR_END)) { } else if (addr >= LINEAR_HEAP_VADDR && addr < LINEAR_HEAP_VADDR_END) {
return addr - LINEAR_HEAP_VADDR + FCRAM_PADDR; return addr - LINEAR_HEAP_VADDR + FCRAM_PADDR;
} else if (addr >= DSP_RAM_VADDR && addr < DSP_RAM_VADDR_END) {
return addr - DSP_RAM_VADDR + DSP_RAM_PADDR;
} else if (addr >= IO_AREA_VADDR && addr < IO_AREA_VADDR_END) {
return addr - IO_AREA_VADDR + IO_AREA_PADDR;
} }
LOG_ERROR(HW_Memory, "Unknown virtual address @ 0x%08x", addr); LOG_ERROR(HW_Memory, "Unknown virtual address @ 0x%08x", addr);
return addr; // To help with debugging, set bit on address so that it's obviously invalid.
return addr | 0x80000000;
}
VAddr PhysicalToVirtualAddress(const PAddr addr) {
if (addr == 0) {
return 0;
} else if (addr >= VRAM_PADDR && addr < VRAM_PADDR_END) {
return addr - VRAM_PADDR + VRAM_VADDR;
} else if (addr >= FCRAM_PADDR && addr < FCRAM_PADDR_END) {
return addr - FCRAM_PADDR + LINEAR_HEAP_VADDR;
} else if (addr >= DSP_RAM_PADDR && addr < DSP_RAM_PADDR_END) {
return addr - DSP_RAM_PADDR + DSP_RAM_VADDR;
} else if (addr >= IO_AREA_PADDR && addr < IO_AREA_PADDR_END) {
return addr - IO_AREA_PADDR + IO_AREA_VADDR;
}
LOG_ERROR(HW_Memory, "Unknown physical address @ 0x%08x", addr);
// To help with debugging, set bit on address so that it's obviously invalid.
return addr | 0x80000000;
} }
template <typename T> template <typename T>

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@ -102,7 +102,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed)); bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));
const auto& index_info = registers.index_array; const auto& index_info = registers.index_array;
const u8* index_address_8 = Memory::GetPointer(PAddrToVAddr(base_address + index_info.offset)); const u8* index_address_8 = Memory::GetPointer(Memory::PhysicalToVirtualAddress(base_address + index_info.offset));
const u16* index_address_16 = (u16*)index_address_8; const u16* index_address_16 = (u16*)index_address_8;
bool index_u16 = index_info.format != 0; bool index_u16 = index_info.format != 0;
@ -135,7 +135,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else { } else {
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
const u8* srcdata = Memory::GetPointer(PAddrToVAddr(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i])); const u8* srcdata = Memory::GetPointer(Memory::PhysicalToVirtualAddress(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]));
const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata :
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata :

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@ -998,15 +998,4 @@ union CommandHeader {
BitField<31, 1, u32> group_commands; BitField<31, 1, u32> group_commands;
}; };
// TODO: Ugly, should fix PhysicalToVirtualAddress instead
inline static u32 PAddrToVAddr(u32 addr) {
if (addr >= Memory::VRAM_PADDR && addr < Memory::VRAM_PADDR + Memory::VRAM_SIZE) {
return addr - Memory::VRAM_PADDR + Memory::VRAM_VADDR;
} else if (addr >= Memory::FCRAM_PADDR && addr < Memory::FCRAM_PADDR + Memory::FCRAM_SIZE) {
return addr - Memory::FCRAM_PADDR + Memory::LINEAR_HEAP_VADDR;
} else {
return 0;
}
}
} // namespace } // namespace

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@ -30,7 +30,7 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const u32 coarse_y = y & ~7; const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
u8* dst_pixel = Memory::GetPointer(PAddrToVAddr(addr)) + dst_offset; u8* dst_pixel = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr)) + dst_offset;
switch (registers.framebuffer.color_format) { switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8: case registers.framebuffer.RGBA8:
@ -67,7 +67,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
const u32 coarse_y = y & ~7; const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
u8* src_pixel = Memory::GetPointer(PAddrToVAddr(addr)) + src_offset; u8* src_pixel = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr)) + src_offset;
switch (registers.framebuffer.color_format) { switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8: case registers.framebuffer.RGBA8:
@ -95,7 +95,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
static u32 GetDepth(int x, int y) { static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr)); u8* depth_buffer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr));
y = (registers.framebuffer.height - y); y = (registers.framebuffer.height - y);
@ -122,7 +122,7 @@ static u32 GetDepth(int x, int y) {
static void SetDepth(int x, int y, u32 value) { static void SetDepth(int x, int y, u32 value) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr)); u8* depth_buffer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr));
y = (registers.framebuffer.height - y); y = (registers.framebuffer.height - y);
@ -361,7 +361,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width); s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height); t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress())); u8* texture_data = Memory::GetPointer(Memory::PhysicalToVirtualAddress(texture.config.GetPhysicalAddress()));
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format); auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info); texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);