tinygo/src/runtime/interrupt/interrupt_gameboyadvance.go
Ayke van Laethem f41b6a3b96 runtime: check for heap allocations inside interrupts
This is unsafe and should never be done.
2023-02-19 11:33:24 +01:00

128 строки
3,2 КиБ
Go

//go:build gameboyadvance
package interrupt
// This is good documentation of the GBA: https://www.akkit.org/info/gbatek.htm
import (
"runtime/volatile"
"unsafe"
)
const (
IRQ_VBLANK = 0
IRQ_HBLANK = 1
IRQ_VCOUNT = 2
IRQ_TIMER0 = 3
IRQ_TIMER1 = 4
IRQ_TIMER2 = 5
IRQ_TIMER3 = 6
IRQ_COM = 7
IRQ_DMA0 = 8
IRQ_DMA1 = 9
IRQ_DMA2 = 10
IRQ_DMA3 = 11
IRQ_KEYPAD = 12
IRQ_GAMEPAK = 13
)
var (
regInterruptEnable = (*volatile.Register16)(unsafe.Pointer(uintptr(0x4000200)))
regInterruptRequestFlags = (*volatile.Register16)(unsafe.Pointer(uintptr(0x4000202)))
regGlobalInterruptEnable = (*volatile.Register16)(unsafe.Pointer(uintptr(0x4000208)))
)
// Enable enables this interrupt. Right after calling this function, the
// interrupt may be invoked if it was already pending.
func (irq Interrupt) Enable() {
regInterruptEnable.SetBits(1 << uint(irq.num))
}
var inInterrupt bool
//export handleInterrupt
func handleInterrupt() {
inInterrupt = true
flags := regInterruptRequestFlags.Get()
for i := 0; i < 14; i++ {
if flags&(1<<uint(i)) != 0 {
regInterruptRequestFlags.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 IRQ_VBLANK:
callHandlers(IRQ_VBLANK)
case IRQ_HBLANK:
callHandlers(IRQ_HBLANK)
case IRQ_VCOUNT:
callHandlers(IRQ_VCOUNT)
case IRQ_TIMER0:
callHandlers(IRQ_TIMER0)
case IRQ_TIMER1:
callHandlers(IRQ_TIMER1)
case IRQ_TIMER2:
callHandlers(IRQ_TIMER2)
case IRQ_TIMER3:
callHandlers(IRQ_TIMER3)
case IRQ_COM:
callHandlers(IRQ_COM)
case IRQ_DMA0:
callHandlers(IRQ_DMA0)
case IRQ_DMA1:
callHandlers(IRQ_DMA1)
case IRQ_DMA2:
callHandlers(IRQ_DMA2)
case IRQ_DMA3:
callHandlers(IRQ_DMA3)
case IRQ_KEYPAD:
callHandlers(IRQ_KEYPAD)
case IRQ_GAMEPAK:
callHandlers(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(regGlobalInterruptEnable.Get())
// Disable all interrupts.
regGlobalInterruptEnable.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.
regGlobalInterruptEnable.Set(uint16(state))
}
// In returns whether the system is currently in an interrupt.
func In() bool {
return inInterrupt
}