Files
tinygo/src/runtime/interrupt/interrupt_gameboyadvance.go
T
2023-03-16 15:27:15 +01:00

105 lines
2.8 KiB
Go

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