Merge pull request #82 from QuarkTheAwesome/master

COS Docs: Add Doxygen for coreinit/cache, coreinit/core and coreinit/screen
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James 2018-07-24 05:37:53 -07:00 committed by GitHub
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3 changed files with 322 additions and 20 deletions

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@ -5,7 +5,19 @@
* \defgroup coreinit_cache Cache
* \ingroup coreinit
*
* Cache synchronisation functions.
* The Cache group of functions provide an interface to the low-level caching
* system of the PowerPC processor. The cache acts as a middleman between main
* memory and the processor, speeding up access to frequently-used data.
*
* However, the Wii U is not cache-coherent - written data may be cached
* without updating main memory, and data read from the cache may be out of date
* with respect to memory. While this isn't a problem for most code, certain
* hardware accesses may require manual synchronisation of the cache. This is
* achieved with coreinit's Cache group of functions.
*
* Since the PowerPC has a seperate cache for data and instructions, any data
* written with the intent of executing it as instructions requires manual
* flushing and invalidation of the data and instruction caches.
* @{
*/
@ -13,45 +25,104 @@
extern "C" {
#endif
/**
* Equivalent to dcbi instruction.
* Invalidates a range of cached data, in blocks. Equivalent to a loop of
* PowerPC \c dcbi instructions.
*
* This function forces the next reads from the given address to bypass the
* the cache and go straight to memory, resulting in slower reads that are
* guaranteed to reflect main memory.
*
* \param addr
* The effective address of the data to invalidate.
*
* \param size
* The size of the range to invalidate. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
DCInvalidateRange(void *addr,
uint32_t size);
/**
* Equivalent to dcbf, sync, eieio.
* Flushes a range of cached data, in blocks. Equivalent to a loop of PowerPC
* \c dcbf instructions, followed by a \c sync and \c eieio.
*
* This function flushes any recently cached data into main memory.
* This allows other hardware in the console to read the data without worry
* of main memory being outdated. It will also invalidate cached data.
*
* \param addr
* The effective address of the data to flush.
*
* \param size
* The size of the range to flush. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
DCFlushRange(void *addr,
uint32_t size);
/**
* Equivalent to dcbst, sync, eieio.
* Stores a range of cached data, in blocks. Equivalent to a loop of PowerPC
* \c dcbst instructions, followed by a \c sync and \c eieio.
*
* This function writes any recently cached data into main memory.
* This allows other hardware in the console to read the data without worry
* of main memory being outdated. This function does <em>not</em> invalidate
* the cached data.
*
* \param addr
* The effective address of the data to store.
*
* \param size
* The size of the range to store. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
DCStoreRange(void *addr,
uint32_t size);
/**
* Equivalent to dcbf.
* Similar to \link DCFlushRange \endlink, though this function will
* <em>not</em> run PowerPC \c sync and \c eieio instructions after flushing.
*
* Does not perform sync, eieio like DCFlushRange.
* \param addr
* The effective address of the data to flush.
*
* \param size
* The size of the range to flush. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
DCFlushRangeNoSync(void *addr,
uint32_t size);
/**
* Equivalent to dcbst.
* Similar to \link DCStoreRange \endlink, though this function will
* <em>not</em> run PowerPC \c sync and \c eieio instructions after storing.
*
* Does not perform sync, eieio like DCStoreRange.
* \param addr
* The effective address of the data to store.
*
* \param size
* The size of the range to store. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
DCStoreRangeNoSync(void *addr,
@ -59,7 +130,22 @@ DCStoreRangeNoSync(void *addr,
/**
* Equivalent to dcbz instruction.
* Zeroes the given area of the data cache (to the nearest block) with a loop of
* PowerPC \c dcbz instructions.
* This will not affect main memory immediately, though it will eventually
* trickle down. Can be combined with \link DCFlushRange \endlink or
* \link DCStoreRange \endlink to efficiently set memory to 0.
*
* \warning
* The size of the range passed into this function will be internally rounded up
* to the next multiple of 0x20. Failing to account for this could result in
* delayed, hard-to-diagnose memory corruption.
*
* \param addr
* The effective address of the data to zero.
*
* \param size
* The size of the range to zero. Will be rounded up to the next 0x20.
*/
void
DCZeroRange(void *addr,
@ -67,7 +153,17 @@ DCZeroRange(void *addr,
/**
* Equivalent to dcbt instruction.
* Gives the processor a hint that the given range of memory is likely to be
* accessed soon, and that performance would be improved if it were cached.
* The processor does not have to cache the requested area, but it may do so in
* response to this function. This function is equvalent to a loop of PowerPC
* \c dcbt instructions.
*
* \param addr
* The effective address of the data to cache.
*
* \param size
* The size of the range to cache. Will be rounded up to the next 0x20.
*/
void
DCTouchRange(void *addr,
@ -75,7 +171,22 @@ DCTouchRange(void *addr,
/**
* Equivalent to icbi instruction.
* Invalidates a range of cached instructions, in blocks. Equivalent to a loop
* of PowerPC \c icbi instructions.
*
* This function forces the next instruction fetches from the given address to
* bypass the the cache and go straight to memory, resulting in slower fetches
* that are guaranteed to reflect main memory.
*
* \param addr
* The effective address of the instructions to invalidate.
*
* \param size
* The size of the range to invalidate. Will be rounded up to the next 0x20.
*
* \note
* Unnecessary use of caching functions can have an adverse performance impact.
* They should only be used when needed while interfacing with hardware.
*/
void
ICInvalidateRange(void *addr,

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@ -4,6 +4,9 @@
/**
* \defgroup coreinit_core Core
* \ingroup coreinit
*
* The coreinit Core group of functions provide information about each core of
* the system's processor.
* @{
*/
@ -13,28 +16,44 @@ extern "C" {
/**
* Returns the number of cores, should always be 3.
* Gets the number of cores in the system. On a retail Wii U, this is always 3.
*
* \returns
* The core count of the system.
*/
uint32_t
OSGetCoreCount();
/**
* Returns the ID of the core currently executing this thread.
* Gets the core executing the current thread.
*
* \returns
* The ID of the current core.
*/
uint32_t
OSGetCoreId();
/**
* Returns the ID of the main core.
* Gets the main core of the system. On a retail Wii U, this is always core 1.
*
* \returns
* The ID of the main core.
*/
uint32_t
OSGetMainCoreId();
/**
* Returns true if the current core is the main core.
* Determines whether the current thread is running on the main core.
* On a retail Wii U, the main core is always core 1.
*
* \returns
* \c true if the current core is the main core.
*
* \sa
* <ul><li>\link OSGetMainCoreId \endlink</li></ul>
*/
BOOL
OSIsMainCore();

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@ -4,6 +4,35 @@
/**
* \defgroup coreinit_screen Screen
* \ingroup coreinit
*
* <!-- quick blurb - may show up on Modules page -->
* Software-rendered graphics system, suitable for text output and simple
* graphics.
*
* OSScreen is much more straightforward than GX2, which makes it appealing for
* situations that do not require complex graphics. It can draw text and pixels
* (one at a time!) to both the Gamepad and TV.
*
* To use OSScreen, first call \link OSScreenInit \endlink. Then, allocate a
* memory area and pass it to OSScreen with \link OSScreenSetBufferEx \endlink -
* after enabling the screens with \link OSScreenEnableEx \endlink, the library
* will be ready to draw! Drawing is accomplished with \link
* OSScreenClearBufferEx \endlink, \link OSScreenPutFontEx \endlink and \link
* OSScreenPutPixelEx \endlink. Once drawing is complete, call \link
* OSScreenFlipBuffersEx \endlink to show the results on-screen. Rinse and
* repeat!
*
* <!-- Documentation meta: OSScreen has a weird naming convention, especially
* around the word "buffer". So, here's what we're doing:
* - A single framebuffer is a "buffer".
* - The framebuffer that is visible is the "visible buffer" while the one
* being drawn to is the "work buffer"
* - The pointers going to OSScreenSetBufferEx are not buffers. Try "memory
* area", "location", whatever.
* - A "screen" refers to the Gamepad or TV.
* - Members of OSScreenID are not buffers. Try "screen ID".
* This should help prevent confusion. If you change this, make sure to
* update all the docs to keep everything consistent. -->
* @{
*/
@ -11,44 +40,187 @@
extern "C" {
#endif
//! Defines the ID of a display usable with OSScreen.
typedef enum OSScreenID
{
//! Represents the TV connected to the system.
SCREEN_TV = 0,
//! Represents the screen in the DRC (gamepad).
SCREEN_DRC = 1,
} OSScreenID;
/**
* Initialises the OSScreen library for use. This function must be called before
* using any other OSScreen functions.
*
* \sa <ul>
* <li>\link OSScreenSetBufferEx \endlink</li>
* <li>\link OSScreenEnableEx \endlink</li>
* <li>\link OSScreenShutdown \endlink</li>
* </ul>
*/
void
OSScreenInit();
/**
* Cleans up and shuts down the OSScreen library.
*
* \sa <ul>
* <li>\link OSScreenEnableEx \endlink</li>
* </ul>
*/
void
OSScreenShutdown();
/**
* Gets the amount of memory required to fit both buffers of a given screen.
*
* \param screen
* The ID of the screen to be sized.
*
* \sa <ul>
* <li>\link OSScreenSetBufferEx \endlink</li>
* </ul>
*/
uint32_t
OSScreenGetBufferSizeEx(OSScreenID screen);
/**
* Sets the memory location for both buffers of a given screen. This location
* must be of the size prescribed by \link OSScreenGetBufferSizeEx \endlink and
* at an address aligned to 0x100 bytes.
*
* \param screen
* The ID of the screen whose memory location should be changed.
*
* \param addr
* Pointer to the memory to use. This area must be 0x100 aligned, and of the
* size given by \link OSScreenGetBufferSizeEx \endlink.
*
* \sa <ul>
* <li>\link OSScreenGetBufferSizeEx \endlink</li>
* </ul>
*/
void
OSScreenSetBufferEx(OSScreenID screen,
void *addr);
/**
* Clear the work buffer of the given screen by setting all of its pixels to
* a given colour.
*
* \param screen
* The ID of the screen to clear. Only the work buffer will be cleared.
*
* \param colour
* The colour to use, in big-endian RGBX8 format - 0xRRGGBBXX, where X bits are
* ignored.
*
* \note
* Since this function only affects the <em>work buffer</em>, its effect will
* not appear on screen immediately. See \link OSScreenFlipBuffersEx \endlink.
*
* \sa <ul>
* <li>\link OSScreenPutFontEx \endlink</li>
* <li>\link OSScreenPutPixelEx \endlink</li>
* </ul>
*
* <!-- TODO: Are the XX bits really ignored? I'm basing this off a vague memory
* of setting them to 00 and nothing changing... Check this. -->
*/
void
OSScreenClearBufferEx(OSScreenID screen,
uint32_t colour);
/**
* Swap the buffers of the given screen. The work buffer will become the visible
* buffer and will start being shown on-screen, while the visible buffer becomes
* the new work buffer. This operation is known as "flipping" the buffers.
*
* You must call this function once drawing is complete, otherwise draws will
* not appear on-screen.
*
* \param screen
* The ID of the screen to flip.
*/
void
OSScreenFlipBuffersEx(OSScreenID screen);
/**
* Draws text at the given position. The text will be drawn to the work
* buffer with a built-in monospace font, coloured white, and anti-aliased.
* The position coordinates are in <em>characters</em>, not pixels.
*
* \param screen
* The ID of the screen to draw to. Only the work buffer will be affected.
*
* \param row
* The row, in characters, to place the text in. 0 corresponds to the top of
* the screen.
*
* \param column
* The column, in characters, to place the text at. 0 corresponds to the left of
* the screen.
*
* \param buffer
* Pointer to the string of text to draw. Null-terminated.
*
* \note
* Since this function only affects the <em>work buffer</em>, its effect will
* not appear on screen immediately. See \link OSScreenFlipBuffersEx \endlink.
*
* \sa <ul>
* <li>\link OSScreenPutPixelEx \endlink</li>
* <li>\link OSScreenClearBufferEx \endlink</li>
* </ul>
*/
void
OSScreenPutFontEx(OSScreenID screen,
uint32_t row,
uint32_t column,
const char *buffer);
/**
* Draws a single pixel at the given position. The pixel, a 32-bit RGBX
* colour, will be placed in the work buffer at the coordinates given.
*
* \param screen
* The ID of the screen to place the pixel in.
*
* \param x
* The x-coordinate, in pixels, to draw the pixel at.
*
* \param y
* The y-coordinate, in pixels, to draw the pixel at.
*
* \param colour
* The desired colour of the pixel to draw, in RGBX32 colour (0xRRGGBBXX, where
* the XX value is ignored).
*
* \note
* Since this function only affects the <em>work buffer</em>, its effect will
* not appear on screen immediately. See \link OSScreenFlipBuffersEx \endlink.
*
* \sa <ul>
* <li>\link OSScreenPutFontEx \endlink</li>
* <li>\link OSScreenClearBufferEx \endlink</li>
* </ul>
*/
void
OSScreenPutPixelEx(OSScreenID screen,
uint32_t x,
uint32_t y,
uint32_t colour);
/**
* Enables or disables a given screen. If a screen is disabled, it shows black.
*
* \param screen
* The ID of the screen to enable or disable.
*
* \param enable
* \c true if the screen should be enabled, otherwise false.
*/
void
OSScreenEnableEx(OSScreenID screen,
BOOL enable);