Correct osConvertVirtToPhys/osConvertOldLINEARMemToNew parameter type

This commit is contained in:
fincs 2015-11-20 17:24:02 +01:00
parent 699748da98
commit 10c7711ce5
10 changed files with 28 additions and 26 deletions

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@ -37,8 +37,8 @@ void gpuFrameBegin(void)
{ {
// Configure the viewport and the depth linear conversion function // Configure the viewport and the depth linear conversion function
GPU_SetViewport( GPU_SetViewport(
(u32*)osConvertVirtToPhys((u32)depthBuf), (u32*)osConvertVirtToPhys(depthBuf),
(u32*)osConvertVirtToPhys((u32)colorBuf), (u32*)osConvertVirtToPhys(colorBuf),
0, 0, 240, 400); // The top screen is physically 240x400 pixels 0, 0, 240, 400); // The top screen is physically 240x400 pixels
GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0 GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0

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@ -69,7 +69,7 @@ static void sceneRender(void)
// Configure the "attribute buffers" (that is, the vertex input buffers) // Configure the "attribute buffers" (that is, the vertex input buffers)
GPU_SetAttributeBuffers( GPU_SetAttributeBuffers(
2, // Number of inputs per vertex 2, // Number of inputs per vertex
(u32*)osConvertVirtToPhys((u32)vbo_data), // Location of the VBO (u32*)osConvertVirtToPhys(vbo_data), // Location of the VBO
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(0, 3, GPU_FLOAT) |
GPU_ATTRIBFMT(1, 4, GPU_FLOAT), // Format of the inputs (in this case the only input is a 3-element float vector) GPU_ATTRIBFMT(1, 4, GPU_FLOAT), // Format of the inputs (in this case the only input is a 3-element float vector)
0xFFC, // Unused attribute mask, in our case bit 0 is cleared since it is used 0xFFC, // Unused attribute mask, in our case bit 0 is cleared since it is used

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@ -37,8 +37,8 @@ void gpuFrameBegin(void)
{ {
// Configure the viewport and the depth linear conversion function // Configure the viewport and the depth linear conversion function
GPU_SetViewport( GPU_SetViewport(
(u32*)osConvertVirtToPhys((u32)depthBuf), (u32*)osConvertVirtToPhys(depthBuf),
(u32*)osConvertVirtToPhys((u32)colorBuf), (u32*)osConvertVirtToPhys(colorBuf),
0, 0, 240, 400); // The top screen is physically 240x400 pixels 0, 0, 240, 400); // The top screen is physically 240x400 pixels
GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0 GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0

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@ -37,8 +37,8 @@ void gpuFrameBegin(void)
{ {
// Configure the viewport and the depth linear conversion function // Configure the viewport and the depth linear conversion function
GPU_SetViewport( GPU_SetViewport(
(u32*)osConvertVirtToPhys((u32)depthBuf), (u32*)osConvertVirtToPhys(depthBuf),
(u32*)osConvertVirtToPhys((u32)colorBuf), (u32*)osConvertVirtToPhys(colorBuf),
0, 0, 240, 400); // The top screen is physically 240x400 pixels 0, 0, 240, 400); // The top screen is physically 240x400 pixels
GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0 GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0

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@ -145,7 +145,7 @@ static void sceneRender(void)
GPU_SetTextureEnable(GPU_TEXUNIT0); GPU_SetTextureEnable(GPU_TEXUNIT0);
GPU_SetTexture( GPU_SetTexture(
GPU_TEXUNIT0, GPU_TEXUNIT0,
(u32*)osConvertVirtToPhys((u32)tex_data), (u32*)osConvertVirtToPhys(tex_data),
64, // Width 64, // Width
64, // Height 64, // Height
GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT), // Flags GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT), // Flags
@ -155,7 +155,7 @@ static void sceneRender(void)
// Configure the "attribute buffers" (that is, the vertex input buffers) // Configure the "attribute buffers" (that is, the vertex input buffers)
GPU_SetAttributeBuffers( GPU_SetAttributeBuffers(
3, // Number of inputs per vertex 3, // Number of inputs per vertex
(u32*)osConvertVirtToPhys((u32)vbo_data), // Location of the VBO (u32*)osConvertVirtToPhys(vbo_data), // Location of the VBO
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | // Format of the inputs GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | // Format of the inputs
GPU_ATTRIBFMT(1, 2, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT) |
GPU_ATTRIBFMT(2, 3, GPU_FLOAT), GPU_ATTRIBFMT(2, 3, GPU_FLOAT),

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@ -57,7 +57,7 @@ struct tag_ndspWaveBuf
s8* data_pcm8; ///< Pointer to PCM8 sample data. s8* data_pcm8; ///< Pointer to PCM8 sample data.
s16* data_pcm16; ///< Pointer to PCM16 sample data. s16* data_pcm16; ///< Pointer to PCM16 sample data.
u8* data_adpcm; ///< Pointer to DSPADPCM sample data. u8* data_adpcm; ///< Pointer to DSPADPCM sample data.
u32 data_vaddr; ///< Data virtual address. void* data_vaddr; ///< Data virtual address.
}; };
u32 nsamples; ///< Total number of samples (PCM8=bytes, PCM16=halfwords, DSPADPCM=nibbles without frame headers) u32 nsamples; ///< Total number of samples (PCM8=bytes, PCM16=halfwords, DSPADPCM=nibbles without frame headers)
ndspAdpcmData* adpcm_data; ///< ADPCM data. ndspAdpcmData* adpcm_data; ///< ADPCM data.

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@ -34,14 +34,14 @@ typedef struct
* @return The corresponding physical address. * @return The corresponding physical address.
* It is sometimes required by services or when using the GPU command buffer. * It is sometimes required by services or when using the GPU command buffer.
*/ */
u32 osConvertVirtToPhys(u32 vaddr); u32 osConvertVirtToPhys(const void* vaddr);
/** /**
* @brief Converts 0x14* vmem to 0x30*. * @brief Converts 0x14* vmem to 0x30*.
* @param addr Input address. * @param vaddr Input virtual address.
* @return The corresponding address in the 0x30* range, the input address if it's already within the new vmem, or 0 if it's outside of both ranges. * @return The corresponding address in the 0x30* range, the input address if it's already within the new vmem, or 0 if it's outside of both ranges.
*/ */
u32 osConvertOldLINEARMemToNew(u32 addr); void* osConvertOldLINEARMemToNew(const void* vaddr);
/** /**
* @brief Retrieves basic information about a service error. * @brief Retrieves basic information about a service error.

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@ -28,8 +28,9 @@ typedef struct {
__attribute__((weak)) bool __ctru_speedup = false; __attribute__((weak)) bool __ctru_speedup = false;
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
u32 osConvertVirtToPhys(u32 vaddr) { u32 osConvertVirtToPhys(const void* addr) {
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
u32 vaddr = (u32)addr;
if(vaddr >= 0x14000000 && vaddr < 0x1c000000) if(vaddr >= 0x14000000 && vaddr < 0x1c000000)
return vaddr + 0x0c000000; // LINEAR heap return vaddr + 0x0c000000; // LINEAR heap
if(vaddr >= 0x1F000000 && vaddr < 0x1F600000) if(vaddr >= 0x1F000000 && vaddr < 0x1F600000)
@ -42,10 +43,11 @@ u32 osConvertVirtToPhys(u32 vaddr) {
} }
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
u32 osConvertOldLINEARMemToNew(u32 vaddr) { void* osConvertOldLINEARMemToNew(const void* addr) {
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
if(vaddr >= 0x30000000 && vaddr < 0x40000000)return vaddr; u32 vaddr = (u32)addr;
if(vaddr >= 0x14000000 && vaddr < 0x1c000000)return vaddr+=0x1c000000; if(vaddr >= 0x30000000 && vaddr < 0x40000000)return (void*)vaddr;
if(vaddr >= 0x14000000 && vaddr < 0x1c000000)return (void*)(vaddr+0x1c000000);
return 0; return 0;
} }

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@ -524,8 +524,8 @@ Result csndPlaySound(int chn, u32 flags, u32 sampleRate, float vol, float pan, v
if (encoding != CSND_ENCODING_PSG) if (encoding != CSND_ENCODING_PSG)
{ {
if (data0) paddr0 = osConvertVirtToPhys((u32)data0); if (data0) paddr0 = osConvertVirtToPhys(data0);
if (data1) paddr1 = osConvertVirtToPhys((u32)data1); if (data1) paddr1 = osConvertVirtToPhys(data1);
if (data0 && encoding == CSND_ENCODING_ADPCM) if (data0 && encoding == CSND_ENCODING_ADPCM)
{ {

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@ -117,7 +117,7 @@ Result mvdstdInit(MVDSTD_Mode mode, MVDSTD_InputFormat input_type, MVDSTD_Output
mvdstd_workbuf = linearAlloc(mvdstd_workbufsize); mvdstd_workbuf = linearAlloc(mvdstd_workbufsize);
if(mvdstd_workbuf==NULL) goto cleanup1; if(mvdstd_workbuf==NULL) goto cleanup1;
ret = MVDSTD_Initialize((u32*) osConvertOldLINEARMemToNew((u32) mvdstd_workbuf), mvdstd_workbufsize); ret = MVDSTD_Initialize((u32*) osConvertOldLINEARMemToNew(mvdstd_workbuf), mvdstd_workbufsize);
if(R_FAILED(ret)) goto cleanup2; if(R_FAILED(ret)) goto cleanup2;
ret = MVDSTD_cmd18(); ret = MVDSTD_cmd18();
@ -161,7 +161,7 @@ void mvdstdGenerateDefaultConfig(MVDSTD_Config*config, u32 input_width, u32 inpu
config->inwidth = input_width; config->inwidth = input_width;
config->inheight = input_height; config->inheight = input_height;
if(mvdstd_mode==MVDMODE_COLORFORMATCONV)config->physaddr_colorconv_indata = osConvertVirtToPhys((u32)vaddr_colorconv_indata); if(mvdstd_mode==MVDMODE_COLORFORMATCONV)config->physaddr_colorconv_indata = osConvertVirtToPhys(vaddr_colorconv_indata);
if(mvdstd_mode==MVDMODE_VIDEOPROCESSING) if(mvdstd_mode==MVDMODE_VIDEOPROCESSING)
{ {
@ -175,8 +175,8 @@ void mvdstdGenerateDefaultConfig(MVDSTD_Config*config, u32 input_width, u32 inpu
config->outwidth1 = output_width; config->outwidth1 = output_width;
config->outheight1 = output_height; config->outheight1 = output_height;
config->physaddr_outdata0 = osConvertVirtToPhys((u32)vaddr_outdata0); config->physaddr_outdata0 = osConvertVirtToPhys(vaddr_outdata0);
if(mvdstd_mode==MVDMODE_COLORFORMATCONV)config->physaddr_outdata1_colorconv = osConvertVirtToPhys((u32)vaddr_outdata1_colorconv); if(mvdstd_mode==MVDMODE_COLORFORMATCONV)config->physaddr_outdata1_colorconv = osConvertVirtToPhys(vaddr_outdata1_colorconv);
config->unk_x6c[0] = 0x1; config->unk_x6c[0] = 0x1;
config->unk_x6c[(0x84-0x6c)>>2] = 0x12a; config->unk_x6c[(0x84-0x6c)>>2] = 0x12a;