bootdisk.c
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/*
* Copyright 1996, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
*
* UNPUBLISHED -- Rights reserved under the copyright laws of the United
* States. Use of a copyright notice is precautionary only and does not
* imply publication or disclosure.
*
* U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
* Use, duplication or disclosure by the Government is subject to restrictions
* as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
* in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
* in similar or successor clauses in the FAR, or the DOD or NASA FAR
* Supplement. Contractor/manufacturer is Silicon Graphics, Inc.,
* 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
*
* THE CONTENT OF THIS WORK CONTAINS CONFIDENTIAL AND PROPRIETARY
* INFORMATION OF SILICON GRAPHICS, INC. ANY DUPLICATION, MODIFICATION,
* DISTRIBUTION, OR DISCLOSURE IN ANY FORM, IN WHOLE, OR IN PART, IS STRICTLY
* PROHIBITED WITHOUT THE PRIOR EXPRESS WRITTEN PERMISSION OF SILICON
* GRAPHICS, INC.
*
*/
#include <ultra64.h>
#include <os_internal.h>
#include "ipl4.h"
/*
* IPL4 bootstrap loader code
*
* This is the code that will bootstrap into running the game that
* has been read off of disk. The game has already been successfully read
* off of the disk and is in the correct spot in RDRAM. The goal is to
* reinitialize the system and begin running the game. Some of the IP1,
* IP2, and IP3 initializations will be done again.
*
* ASSUMPTIONS on call:
* - Graphics and Audio have just been stopped. The RSP and RDP are unused
* - No outstanding PI DMAs are in progress (includes disk)
* - New game has been loaded off of the disk and is awaiting execution
* in RDRAM
*
* Reinitialize the system to the same state as at the end of IPL3:
*
* Final intialization and jump to preamble code in game by calling
* assembly routine
*
*/
void
BootDiskImage(IPLHeader *bh)
{
int i;
vu32 *memp;
/* put the system in the same state as after IPL1, IPL2 and IPL3 */
__osSetSR(SR_CU1|SR_CU0); /* disable interrupts (IPL1) */
/* no need to set C0_CONFIG */
/* make sure RSP is halted (IPL1) */
while (!IO_READ(SP_STATUS_REG) & SP_STATUS_HALT)
;
IO_WRITE(SP_STATUS_REG, SP_SET_HALT|SP_CLR_INTR);
while (IO_READ(SP_DMA_BUSY_REG) & 0x1)
;
/* reset PI (IPL1) */
IO_WRITE(PI_STATUS_REG, PI_STATUS_RESET|PI_STATUS_CLR_INTR);
/* blank the video */
/* Spin until we are in the pre-blank stage */
while (IO_READ(VI_CURRENT_REG) > 10)
;
/* Zero out control register so that reset to LAN1 is safe */
// IO_WRITE(VI_CONTROL_REG, 0); /* Turn off video, reset counters */
IO_WRITE(VI_V_INTR_REG, 0x3ff);
IO_WRITE(VI_H_START_REG, 0);
IO_WRITE(VI_V_CURRENT_LINE_REG, 0);
/* stop audio */
IO_WRITE(AI_BASE_REG, 0);
IO_WRITE(AI_LEN_REG, 0);
/* IPL2 work */
/* no need to get info from pif on video, reset, rom */
/* no need to set PI rom speed */
/* on to IPL3 work */
__osSetCause(0);
__osSetCount(0);
__osSetCompare(0);
/* no need to initialize RD-RAM */
/* section 19 - Clear RCP status ?? */
/* should I do the checking if PC is 0? */
IO_WRITE(SP_STATUS_REG, SP_SET_HALT|SP_CLR_BROKE|SP_CLR_INTR| \
SP_CLR_SSTEP|SP_CLR_SIG0|SP_CLR_SIG1|SP_CLR_SIG2| \
SP_CLR_SIG3|SP_CLR_SIG4|SP_CLR_SIG5|SP_CLR_SIG6| \
SP_CLR_SIG7|SP_CLR_INTR_BREAK);
/* clear interrupt mask */
IO_WRITE(MI_INTR_MASK_REG, 0);
/* rest of RCP interrupts (already did SP, PI and VI) */
IO_WRITE(SI_STATUS_REG, 0);
IO_WRITE(AI_STATUS_REG, 0);
IO_WRITE(MI_MODE_REG, MI_CLR_DP_INTR);
IO_WRITE(PI_STATUS_REG, PI_STATUS_CLR_INTR);
/*
* The os variables in locore should already be valid.
* These are osTvType, osRomType, osResetType, osVersion
*/
/* clear IMEM and DMEM */
memp = (vu32 *)PHYS_TO_K1(SP_IMEM_START);
for (i=0; i<256; i++)
*memp++ = 0;
memp = (vu32 *)PHYS_TO_K1(SP_DMEM_START);
for (i=0; i<256; i++)
*memp++ = 0;
/*
* now call the assembly language routine to flush/invalidate
* caches, and jump to game
*/
FinalBoot(bh->entry);
}
/* details to work out: NMI vs cold reset, global variables, ... */