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383e7ae14a
Signed-off-by: deadprogram <ron@hybridgroup.com>
105 lines
2.8 KiB
Go
105 lines
2.8 KiB
Go
//go:build gameboyadvance
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package interrupt
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// This is good documentation of the GBA: https://www.akkit.org/info/gbatek.htm
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import (
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"device/gba"
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)
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// Enable enables this interrupt. Right after calling this function, the
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// interrupt may be invoked if it was already pending.
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func (irq Interrupt) Enable() {
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gba.INTERRUPT.IE.SetBits(1 << uint(irq.num))
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}
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var inInterrupt bool
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//export handleInterrupt
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func handleInterrupt() {
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inInterrupt = true
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flags := gba.INTERRUPT.IF.Get()
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for i := 0; i < 14; i++ {
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if flags&(1<<uint(i)) != 0 {
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gba.INTERRUPT.IF.Set(1 << uint(i)) // acknowledge interrupt
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callInterruptHandler(i)
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}
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}
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inInterrupt = false
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}
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// Pseudo function call that is replaced by the compiler with the actual
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// functions registered through interrupt.New. If there are none, calls will be
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// replaced with 'unreachablecalls will be replaced with 'unreachable'.
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//
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//go:linkname callHandlers runtime/interrupt.callHandlers
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func callHandlers(num int)
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func callInterruptHandler(id int) {
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switch id {
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case gba.IRQ_VBLANK:
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callHandlers(gba.IRQ_VBLANK)
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case gba.IRQ_HBLANK:
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callHandlers(gba.IRQ_HBLANK)
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case gba.IRQ_VCOUNT:
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callHandlers(gba.IRQ_VCOUNT)
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case gba.IRQ_TIMER0:
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callHandlers(gba.IRQ_TIMER0)
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case gba.IRQ_TIMER1:
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callHandlers(gba.IRQ_TIMER1)
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case gba.IRQ_TIMER2:
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callHandlers(gba.IRQ_TIMER2)
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case gba.IRQ_TIMER3:
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callHandlers(gba.IRQ_TIMER3)
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case gba.IRQ_COM:
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callHandlers(gba.IRQ_COM)
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case gba.IRQ_DMA0:
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callHandlers(gba.IRQ_DMA0)
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case gba.IRQ_DMA1:
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callHandlers(gba.IRQ_DMA1)
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case gba.IRQ_DMA2:
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callHandlers(gba.IRQ_DMA2)
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case gba.IRQ_DMA3:
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callHandlers(gba.IRQ_DMA3)
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case gba.IRQ_KEYPAD:
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callHandlers(gba.IRQ_KEYPAD)
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case gba.IRQ_GAMEPAK:
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callHandlers(gba.IRQ_GAMEPAK)
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}
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}
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// State represents the previous global interrupt state.
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type State uint8
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// Disable disables all interrupts and returns the previous interrupt state. It
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// can be used in a critical section like this:
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//
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// state := interrupt.Disable()
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// // critical section
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// interrupt.Restore(state)
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//
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// Critical sections can be nested. Make sure to call Restore in the same order
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// as you called Disable (this happens naturally with the pattern above).
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func Disable() (state State) {
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// Save the previous interrupt state.
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state = State(gba.INTERRUPT.PAUSE.Get())
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// Disable all interrupts.
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gba.INTERRUPT.PAUSE.Set(0)
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return
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}
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// Restore restores interrupts to what they were before. Give the previous state
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// returned by Disable as a parameter. If interrupts were disabled before
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// calling Disable, this will not re-enable interrupts, allowing for nested
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// cricital sections.
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func Restore(state State) {
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// Restore interrupts to the previous state.
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gba.INTERRUPT.PAUSE.Set(uint16(state))
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}
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// In returns whether the system is currently in an interrupt.
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func In() bool {
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return inInterrupt
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}
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