boot.c
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/**************************************************************************
* *
* Copyright (C) 1995, Silicon Graphics, Inc. *
* *
* These coded instructions, statements, and computer programs contain *
* unpublished proprietary information of Silicon Graphics, Inc., and *
* are protected by Federal copyright law. They may not be disclosed *
* to third parties or copied or duplicated in any form, in whole or *
* in part, without the prior written consent of Silicon Graphics, Inc. *
* *
*************************************************************************/
/*---------------------------------------------------------------------*
Copyright (C) 1998 Nintendo. (Originated by SGI)
$RCSfile: boot.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:12 $
*---------------------------------------------------------------------*/
/*
* File: boot.c
* Created: Thu Dec 14 16:48:01 PST 1995
*
*/
#include <ultra64.h>
#include <PR/ramrom.h> /* needed for argument passing into the app */
#include <assert.h>
#include "game.h"
#include "controller.h"
/*
* Symbol genererated by "makerom" (RAM)
*/
extern char _codeSegmentEnd[];
extern char _zbufferSegmentEnd[];
extern char _codeSegmentTextEnd[];
extern char _codeSegmentTextStart[];
/*
* Symbols generated by "makerom" (ROM)
*/
extern char _staticSegmentRomStart[],
_staticSegmentRomEnd[];
extern char _textureSegmentRomStart[],
_textureSegmentRomEnd[];
/*
* Stacks for the threads as well as message queues for synchronization
* This stack is ridiculously large, and could also be reclaimed once
* the main thread is started.
*/
/*
* This stack is used only during boot and could be reclaimed later
*/
u64 bootStack[STACKSIZE / sizeof(u64)];
/*
* Threads
*/
static void idle(void *);
static void mainproc(void *);
extern void game(void);
static OSThread idleThread;
static u64 idleThreadStack[STACKSIZE / sizeof(u64)];
static OSThread mainThread;
static u64 mainThreadStack[STACKSIZE / sizeof(u64)];
/*
* Messages and message queues
*/
static OSMesg PiMessages[NUM_PI_MSGS];
static OSMesgQueue PiMessageQ;
OSMesgQueue dmaMessageQ,
rdpMessageQ,
retraceMessageQ;
OSMesg dmaMessageBuf,
rdpMessageBuf,
retraceMessageBuf[20];
OSIoMesg dmaIOMessageBuf; /* * see man page to understand this */
/*
* global variables
*/
int rdp_flag = 0;
char *staticSegment;
char *textureSegment;
OSPiHandle *handler;
void
boot(void)
{
/*
* notice that you can't call osSyncPrintf() until you set
* up an idle thread.
*/
osInitialize();
handler = osCartRomInit();
osCreateThread(&idleThread, 1, idle, (void *) 0,
idleThreadStack + STACKSIZE / sizeof(u64), 10);
osStartThread(&idleThread);
/*
* never reached
*/
}
static void
idle(void *arg)
{
/*
* Initialize video
*/
osCreateViManager(OS_PRIORITY_VIMGR);
osViSetMode(&osViModeTable[OS_VI_NTSC_LAN1]);
osViSetSpecialFeatures(OS_VI_GAMMA_ON |
OS_VI_GAMMA_DITHER_ON |
OS_VI_DIVOT_ON |
OS_VI_DITHER_FILTER_ON);
/*
* Start PI Mgr for access to cartridge
*/
osCreatePiManager((OSPri) OS_PRIORITY_PIMGR, &PiMessageQ, PiMessages,
NUM_PI_MSGS);
/*
* Create main thread
*/
osCreateThread(&mainThread, 3, mainproc, arg,
mainThreadStack + STACKSIZE / sizeof(u64), 10);
osStartThread(&mainThread);
/*
* Become the idle thread
*/
osSetThreadPri(0, 0);
for (;;) ;
}
/*
* This is the main routine of the app.
*/
static void
mainproc(void *arg)
{
#ifdef DEBUG
int i;
char *ap;
u32 *argp;
u32 argbuf[16];
/*
* get arguments (options)
*/
argp = (u32 *) RAMROM_APP_WRITE_ADDR;
for (i = 0; i < sizeof(argbuf) / 4; i++, argp++) {
osEPiReadIo(handler, (u32) argp, &argbuf[i]); /* Assume no DMA */
}
/*
* Parse the options
*/
ap = (char *) argbuf;
while (*ap != '\0') {
while (*ap == ' ')
ap++;
if (*ap == '-' && *(ap + 1) == 'r') {
rdp_flag = 1;
ap += 2;
}
else ap++;
}
#endif
/*
* Setup the message queues
*/
osCreateMesgQueue(&dmaMessageQ, &dmaMessageBuf, 1);
osCreateMesgQueue(&rdpMessageQ, &rdpMessageBuf, 1);
osSetEventMesg(OS_EVENT_DP, &rdpMessageQ, NULL);
osCreateMesgQueue(&retraceMessageQ, retraceMessageBuf, 20);
osViSetEvent(&retraceMessageQ, NULL, 1);
/*
* Stick the static segment right after the code/data segment
*/
staticSegment = _zbufferSegmentEnd;
osInvalDCache((void *)staticSegment,
(u32) _staticSegmentRomEnd - (u32) _staticSegmentRomStart);
dmaIOMessageBuf.hdr.pri = OS_MESG_PRI_NORMAL;
dmaIOMessageBuf.hdr.retQueue = &dmaMessageQ;
dmaIOMessageBuf.dramAddr = staticSegment;
dmaIOMessageBuf.devAddr = (u32)_staticSegmentRomStart;
dmaIOMessageBuf.size = (u32)_staticSegmentRomEnd-(u32)_staticSegmentRomStart;
osEPiStartDma(handler, &dmaIOMessageBuf, OS_READ);
/*
* Wait for DMA to finish
*/
(void) osRecvMesg(&dmaMessageQ, NULL, OS_MESG_BLOCK);
/*
* Stick the texture segment right after the static segment
*/
textureSegment = staticSegment +
(u32) _staticSegmentRomEnd - (u32) _staticSegmentRomStart;
dmaIOMessageBuf.hdr.pri = OS_MESG_PRI_NORMAL;
dmaIOMessageBuf.hdr.retQueue = &dmaMessageQ;
dmaIOMessageBuf.dramAddr = textureSegment;
dmaIOMessageBuf.devAddr = (u32)_textureSegmentRomStart;
dmaIOMessageBuf.size = (u32)_textureSegmentRomEnd-(u32)_textureSegmentRomStart;
osEPiStartDma(handler, &dmaIOMessageBuf, OS_READ);
/*
* Wait for DMA to finish
*/
(void) osRecvMesg(&dmaMessageQ, NULL, OS_MESG_BLOCK);
initControllers(MAXCONTROLLERS);
game();
}