71 lines
1.9 KiB
C++
71 lines
1.9 KiB
C++
#pragma once
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#include "MemoryHandler.h"
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#include "MIPSInterfaceHandler.h"
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#include <Project64-core\Settings\GameSettings.h>
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#include <Project64-core\Settings\DebugSettings.h>
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#include <Project64-core\Logging.h>
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#include <stdint.h>
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class SPRegistersReg
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{
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protected:
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SPRegistersReg(uint32_t * SignalProcessorInterface);
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public:
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uint32_t & SP_MEM_ADDR_REG;
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uint32_t & SP_DRAM_ADDR_REG;
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uint32_t & SP_RD_LEN_REG;
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uint32_t & SP_WR_LEN_REG;
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uint32_t & SP_STATUS_REG;
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uint32_t & SP_DMA_FULL_REG;
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uint32_t & SP_DMA_BUSY_REG;
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uint32_t & SP_SEMAPHORE_REG;
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uint32_t & SP_PC_REG;
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uint32_t & SP_IBIST_REG;
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private:
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SPRegistersReg();
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SPRegistersReg(const SPRegistersReg&);
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SPRegistersReg& operator=(const SPRegistersReg&);
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};
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class CRegisters;
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class CMipsMemoryVM;
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class CN64System;
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class SPRegistersHandler :
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public MemoryHandler,
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public SPRegistersReg,
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private CGameSettings,
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private MIPSInterfaceReg,
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private CDebugSettings,
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private CLogging
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{
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public:
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SPRegistersHandler(CN64System & N64System, CMipsMemoryVM & MMU, CRegisters & Reg);
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bool Read32(uint32_t Address, uint32_t & Value);
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bool Write32(uint32_t Address, uint32_t Value, uint32_t Mask);
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private:
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SPRegistersHandler();
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SPRegistersHandler(const SPRegistersHandler &);
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SPRegistersHandler & operator=(const SPRegistersHandler &);
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static void stSystemReset(SPRegistersHandler * _this) { _this->SystemReset(); }
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static void stLoadedGameState(SPRegistersHandler * _this) { _this->LoadedGameState(); }
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void SP_DMA_READ();
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void SP_DMA_WRITE();
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void SystemReset(void);
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void LoadedGameState(void);
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uint32_t m_SPMemAddrRegRead;
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uint32_t m_SPDramAddrRegRead;
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bool m_ExecutedDMARead;
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CN64System & m_System;
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CMipsMemoryVM & m_MMU;
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CRegisters & m_Reg;
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uint32_t & m_RspIntrReg;
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uint32_t & m_PC;
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};
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