spec
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#include "rdpvector.h"
/*
* ROM spec file. We define two wave objects; the first wave is a small boot
* program (loaded at the standard boot location (0x80200050). The boot wave
* then loads the second wave low in rdram memory, so that we can have enough
* room for a 2MB frame buffer, allowing us to do 1K x 1K rendering.
*/
beginseg
name "boot"
address 0x80200000
flags BOOT OBJECT
entry boot
stack bootStack + STACKSIZE
include "bootsegment.o"
endseg
beginseg
name "code"
flags OBJECT
address 0x80000a00
include "codesegment.o"
include "$(ROOT)/usr/lib/PR/rspboot.o"
include "$(ROOT)/usr/lib/PR/gspLine3D.o"
include "$(ROOT)/usr/lib/PR/gspLine3D.dram.o"
include "$(ROOT)/usr/lib/PR/gspFast3D.o"
include "$(ROOT)/usr/lib/PR/gspFast3D.dram.o"
include "$(ROOT)/usr/lib/PR/tspManTest1.o"
include "$(ROOT)/usr/lib/PR/tspManTest1.dram.o"
endseg
/*
* Fix texture address somewhere above the end of the code segment; it has
* 0x27ffe bytes available before it bumps into the cfb.
*/
/*
* Please do not change the address of the texture segment in DRAM without
* informing Ashok. The memspan tests depend on this address being 0x800d8000
*/
beginseg
name "texture"
flags OBJECT
address 0x801d8000
include "texture.o"
endseg
/*
* For a 1K x 1K frame buffer, the Z-buffer could range from 1MB to 3MB. Thus,
* the cfb starting address is 3MB; this gives enough room for a pair of
* 320x240x4 buffers (0x96000 used, 0x100000 available).
*/
beginseg
name "zbuffer"
flags OBJECT
address 0x80280000
include "zbuffer.o"
endseg
beginseg
name "cfb"
flags OBJECT
address 0x80380000
include "cfb.o"
endseg
beginseg
name "static"
flags OBJECT
number STATIC_SEGMENT
include "init.o"
include "cs_static.o"
include "ew_static.o"
include "st_static.o"
include "tm_static.o"
include "tc_static.o"
include "tf_static.o"
include "bl_static.o"
include "cc_static.o"
include "ms_static.o"
endseg
beginwave
name "boot"
include "boot"
endwave
beginwave
name "rdpvector"
include "zbuffer"
include "code"
include "texture"
include "cfb"
include "static"
endwave