Pica: Use some template magic to define register structures efficiently.
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@ -182,6 +182,7 @@
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<ClInclude Include="mem_arena.h" />
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<ClInclude Include="msg_handler.h" />
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<ClInclude Include="platform.h" />
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<ClInclude Include="register_set.h" />
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<ClInclude Include="scm_rev.h" />
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<ClInclude Include="std_condition_variable.h" />
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<ClInclude Include="std_mutex.h" />
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@ -221,4 +222,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -4,6 +4,7 @@
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<ClInclude Include="atomic.h" />
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<ClInclude Include="atomic_gcc.h" />
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<ClInclude Include="atomic_win32.h" />
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<ClInclude Include="bit_field.h" />
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<ClInclude Include="break_points.h" />
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<ClInclude Include="chunk_file.h" />
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<ClInclude Include="common.h" />
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@ -28,6 +29,7 @@
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<ClInclude Include="memory_util.h" />
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<ClInclude Include="msg_handler.h" />
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<ClInclude Include="platform.h" />
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<ClInclude Include="register_set.h" />
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<ClInclude Include="std_condition_variable.h" />
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<ClInclude Include="std_mutex.h" />
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<ClInclude Include="std_thread.h" />
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@ -39,7 +41,6 @@
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<ClInclude Include="utf8.h" />
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<ClInclude Include="symbols.h" />
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<ClInclude Include="scm_rev.h" />
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<ClInclude Include="bit_field.h" />
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<ClInclude Include="thread_queue_list.h" />
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</ItemGroup>
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<ItemGroup>
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@ -65,4 +66,4 @@
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<ItemGroup>
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<Text Include="CMakeLists.txt" />
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</ItemGroup>
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</Project>
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</Project>
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161
src/common/register_set.h
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161
src/common/register_set.h
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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// Copyright 2014 Tony Wasserka
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of the owner nor the names of its contributors may
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// be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/*
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* Standardized way to define a group of registers and corresponding data structures. To define
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* a new register set, first define struct containing an enumeration called "Id" containing
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* all register IDs and a template union called "Struct". Specialize the Struct union for any
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* register ID which needs to be accessed in a specialized way. You can then declare the object
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* containing all register values using the RegisterSet<BaseType, DefiningStruct> type, where
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* BaseType is the underlying type of each register (e.g. u32).
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* Of course, you'll usually want to implement the Struct template such that they are of the same
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* size as BaseType. However, it's also possible to make it larger, e.g. when you want to describe
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* multiple registers with the same structure.
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*
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* Example:
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*
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* struct Regs {
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* enum Id : u32 {
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* Value1 = 0,
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* Value2 = 1,
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* Value3 = 2,
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* NumIds = 3
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* };
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*
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* // declare register definition structures
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* template<Id id>
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* union Struct;
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* };
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*
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* // Define register set object
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* RegisterSet<u32, CommandIds> registers;
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*
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* // define register definition structures
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* template<>
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* union Regs::Struct<Regs::Value1> {
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* BitField<0, 4, u32> some_field;
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* BitField<4, 3, u32> some_other_field;
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* };
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*
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* Usage in external code (within SomeNamespace scope):
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*
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* For a register which maps to a single index:
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* registers.Get<Regs::Value1>().some_field = some_value;
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*
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* For a register which maps to different indices, e.g. a group of similar registers
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* registers.Get<Regs::Value1>(index).some_field = some_value;
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*
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*
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* @tparam BaseType Base type used for storing individual registers, e.g. u32
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* @tparam RegDefinition Class defining an enumeration called "Id" and a template<Id id> union, as described above.
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* @note RegDefinition::Id needs to have an enum value called NumIds defining the number of registers to be allocated.
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*/
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template<typename BaseType, typename RegDefinition>
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struct RegisterSet {
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// Register IDs
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using Id = typename RegDefinition::Id;
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// type used for *this
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using ThisType = RegisterSet<BaseType, RegDefinition>;
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// Register definition structs, defined in RegDefinition
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template<Id id>
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using Struct = typename RegDefinition::template Struct<id>;
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/*
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* Lookup register with the given id and return it as the corresponding structure type.
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* @note This just forwards the arguments to Get(Id).
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*/
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template<Id id>
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const Struct<id>& Get() const {
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return Get<id>(id);
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}
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/*
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* Lookup register with the given id and return it as the corresponding structure type.
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* @note This just forwards the arguments to Get(Id).
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*/
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template<Id id>
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Struct<id>& Get() {
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return Get<id>(id);
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}
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/*
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* Lookup register with the given index and return it as the corresponding structure type.
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* @todo Is this portable with regards to structures larger than BaseType?
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* @note if index==id, you don't need to specify the function parameter.
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*/
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template<Id id>
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const Struct<id>& Get(const Id& index) const {
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const int idx = static_cast<size_t>(index);
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return *reinterpret_cast<const Struct<id>*>(&raw[idx]);
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}
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/*
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* Lookup register with the given index and return it as the corresponding structure type.
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* @note This just forwards the arguments to the const version of Get(Id).
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* @note if index==id, you don't need to specify the function parameter.
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*/
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template<Id id>
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Struct<id>& Get(const Id& index) {
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return const_cast<Struct<id>&>(GetThis().Get<id>(index));
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}
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/*
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* Plain array access.
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* @note If you want to have this casted to a register defininition struct, use Get() instead.
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*/
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const BaseType& operator[] (const Id& id) const {
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return raw[static_cast<size_t>(id)];
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}
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/*
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* Plain array access.
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* @note If you want to have this casted to a register defininition struct, use Get() instead.
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* @note This operator just forwards its argument to the const version.
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*/
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BaseType& operator[] (const Id& id) {
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return const_cast<BaseType&>(GetThis()[id]);
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}
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private:
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/*
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* Returns a const reference to "this".
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*/
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const ThisType& GetThis() const {
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return static_cast<const ThisType&>(*this);
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}
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BaseType raw[Id::NumIds];
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};
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@ -9,45 +9,122 @@
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/register_set.h"
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namespace Pica {
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enum class CommandId : u32
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{
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ViewportSizeX = 0x41,
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ViewportInvSizeX = 0x42,
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ViewportSizeY = 0x43,
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ViewportInvSizeY = 0x44,
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ViewportCorner = 0x68,
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DepthBufferFormat = 0x116,
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ColorBufferFormat = 0x117,
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DepthBufferAddress = 0x11C,
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ColorBufferAddress = 0x11D,
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ColorBufferSize = 0x11E,
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struct Regs {
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enum Id : u32 {
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ViewportSizeX = 0x41,
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ViewportInvSizeX = 0x42,
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ViewportSizeY = 0x43,
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ViewportInvSizeY = 0x44,
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ViewportCorner = 0x68,
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DepthBufferFormat = 0x116,
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ColorBufferFormat = 0x117,
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DepthBufferAddress = 0x11C,
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ColorBufferAddress = 0x11D,
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ColorBufferSize = 0x11E,
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VertexArrayBaseAddr = 0x200,
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VertexDescriptor = 0x201, // 0x202
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VertexAttributeOffset = 0x203, // 0x206,0x209,0x20C,0x20F,0x212,0x215,0x218,0x21B,0x21E,0x221,0x224
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VertexAttributeInfo0 = 0x204, // 0x207,0x20A,0x20D,0x210,0x213,0x216,0x219,0x21C,0x21F,0x222,0x225
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VertexAttributeInfo1 = 0x205, // 0x208,0x20B,0x20E,0x211,0x214,0x217,0x21A,0x21D,0x220,0x223,0x226
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NumIds = 0x300,
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};
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template<Id id>
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union Struct;
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};
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static inline Regs::Id VertexAttributeOffset(int n)
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{
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return static_cast<Regs::Id>(0x203 + 3*n);
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}
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static inline Regs::Id VertexAttributeInfo0(int n)
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{
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return static_cast<Regs::Id>(0x204 + 3*n);
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}
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static inline Regs::Id VertexAttributeInfo1(int n)
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{
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return static_cast<Regs::Id>(0x205 + 3*n);
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}
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union CommandHeader {
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CommandHeader(u32 h) : hex(h) {}
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u32 hex;
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BitField< 0, 16, CommandId> cmd_id;
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BitField< 0, 16, Regs::Id> cmd_id;
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BitField<16, 4, u32> parameter_mask;
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BitField<20, 11, u32> extra_data_length;
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BitField<31, 1, u32> group_commands;
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};
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static std::map<CommandId, const char*> command_names = {
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{CommandId::ViewportSizeX, "ViewportSizeX" },
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{CommandId::ViewportInvSizeX, "ViewportInvSizeX" },
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{CommandId::ViewportSizeY, "ViewportSizeY" },
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{CommandId::ViewportInvSizeY, "ViewportInvSizeY" },
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{CommandId::ViewportCorner, "ViewportCorner" },
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{CommandId::DepthBufferFormat, "DepthBufferFormat" },
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{CommandId::ColorBufferFormat, "ColorBufferFormat" },
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{CommandId::DepthBufferAddress, "DepthBufferAddress" },
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{CommandId::ColorBufferAddress, "ColorBufferAddress" },
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{CommandId::ColorBufferSize, "ColorBufferSize" },
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static std::map<Regs::Id, const char*> command_names = {
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{Regs::ViewportSizeX, "ViewportSizeX" },
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{Regs::ViewportInvSizeX, "ViewportInvSizeX" },
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{Regs::ViewportSizeY, "ViewportSizeY" },
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{Regs::ViewportInvSizeY, "ViewportInvSizeY" },
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{Regs::ViewportCorner, "ViewportCorner" },
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{Regs::DepthBufferFormat, "DepthBufferFormat" },
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{Regs::ColorBufferFormat, "ColorBufferFormat" },
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{Regs::DepthBufferAddress, "DepthBufferAddress" },
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{Regs::ColorBufferAddress, "ColorBufferAddress" },
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{Regs::ColorBufferSize, "ColorBufferSize" },
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};
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}
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template<>
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union Regs::Struct<Regs::ViewportSizeX> {
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BitField<0, 24, u32> value;
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};
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template<>
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union Regs::Struct<Regs::ViewportSizeY> {
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BitField<0, 24, u32> value;
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};
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template<>
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union Regs::Struct<Regs::VertexDescriptor> {
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enum class Format : u64 {
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BYTE = 0,
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UBYTE = 1,
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SHORT = 2,
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FLOAT = 3,
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};
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BitField< 0, 2, Format> format0;
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BitField< 2, 2, u64> size0; // number of elements minus 1
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BitField< 4, 2, Format> format1;
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BitField< 6, 2, u64> size1;
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BitField< 8, 2, Format> format2;
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BitField<10, 2, u64> size2;
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BitField<12, 2, Format> format3;
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BitField<14, 2, u64> size3;
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BitField<16, 2, Format> format4;
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BitField<18, 2, u64> size4;
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BitField<20, 2, Format> format5;
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BitField<22, 2, u64> size5;
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BitField<24, 2, Format> format6;
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BitField<26, 2, u64> size6;
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BitField<28, 2, Format> format7;
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BitField<30, 2, u64> size7;
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BitField<32, 2, Format> format8;
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BitField<34, 2, u64> size8;
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BitField<36, 2, Format> format9;
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BitField<38, 2, u64> size9;
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BitField<40, 2, Format> format10;
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BitField<42, 2, u64> size10;
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BitField<44, 2, Format> format11;
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BitField<46, 2, u64> size11;
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BitField<48, 12, u64> attribute_mask;
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BitField<60, 4, u64> num_attributes; // number of total attributes minus 1
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};
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} // namespace
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