forked from TCShenanigans/symphony_stdlib
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+13
-1
@@ -16,10 +16,22 @@ All functions in the standard library should follow the following outline:
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; Arguments: <which register contains what argument>
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; Result: <what is the result, and where is it stored>
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; Clobbers: <list of registers that are clobbered>
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; Globals: <list of globals are accessed. OPTIONAL>
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; Errors: <list of any status codes returned in flags. OPTIONAL>
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<label>: <;SHOULD BE INLINED>
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<CODE>
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```
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Functions should be in the appropriate asm file, if you are unsure where functionality fits make a seperate file and ask in the pull request
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Functions that are provided for convenience/reference but should be inlined in production code should be marked with `;SHOULD BE INLINED` after their label
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Functions that are provided for convenience/reference but should be inlined in production code should be marked with `;SHOULD BE INLINED` after their label.
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If the function returns a status code in flags, the preamble should list all it might return.
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## Globals
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Any function that uses global variables should document this in the preamble comment, see above.
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A file/module should check on intialisation that the address `globals.MAGIC_ADDRESS` contains the 16 bit value `globals.MAGIC_VALUE`, to ensure that the user has properly included [[src/start.asm]] and reservered the global variable area.
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No opinion is offered on whether modules can assume globals variables are initialised to zero.
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@@ -3,7 +3,7 @@
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This is a standard library for symphony.
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It is both intended as a practical toolkit to develop more complex software as well as a teaching resource.
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If you just want to use the standard library [[src/stdlib.asm]] is your main header, include it after your code.
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If you just want to use the standard library [[src/stdlib.asm]] is your main header, include it after your code. Some modules also require [[src/start.asm]] at the very start of the program.
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If you are using it as a learning resource have a look at the [teaching folder](teaching).
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@@ -20,7 +20,7 @@ If you are intersted in contributing have a look at [[CONTRIBUTING.md]]
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| preserved | sp, r8 - r12 |
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| scratch | flags, r1 - r7 |
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| arguments | r1 - r7 |
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| result | r1-r7 |
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| result | flags, r1 - r7 |
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| return address | r13 |
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Arguments not fitting into the 7 registers should be passed on the top of the stack, meaning they should be the last values pushed before the function call.
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@@ -32,9 +32,14 @@ Should a function return more values than fit into the 7 registers, the caller h
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This reduces the amount of argument registers to 6 and all arguments above that shall go on the stack, the pointer to the result stack shall **always** be passed in an argument register.
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This register points at the highest available address for results, with the 8th result being stored there, the 9th below it and so on.
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Some functions return a success/failure status code in flags. A set low bit will indicate some error condition, the function may return more than one possible value to report different errors. A flags value of 0 is set on success. No other even values are used. This can be checked with `je` or `jne` immediatly on return to the caller. All other functions clobber flags.
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### Stack
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Grows downwards from 0xXXFE_0000 (so top of memory -0x1_0000).
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### Globals
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Global variables are stored near the bottom of RAM in the address range 0x0010..0x0100. Programs should `include src/start` as the first line before their own code and before other includes, or otherwise reserve this space, the first instruction should be a jump to user code.
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### Types
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#### String
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Executable
+27
@@ -0,0 +1,27 @@
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; Error numbers should be 16 bit ODD numbers, so they can be loaded as immediates
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; and can be checked with:
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;
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; qcall falible_function
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; jne falible_ok ; Jump no error
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; ; handle error
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; falible_ok:
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; ; Happy path
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; ; ...
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; OR
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; qcall falible_function
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; je handle_error ; Jump if error
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; ; Happy path
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; ; ...
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; handle_error:
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; ; handle error
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pub const OK = 0x0000
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pub const SCREEN_INVALID_MODE = 0x0001
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pub const SCREEN_INVALID_WIDTH = 0x0003
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pub const SCREEN_FB_TOO_SMALL = 0x0005
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pub const SCREEN_OUTSIDE_FB = 0x0007
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pub const MAGIC_BAD = 0x8001
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; Extended error codes, these would require loading a 32 bit value.
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pub const EXT_OK = 0x00000000
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Executable
+30
@@ -0,0 +1,30 @@
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; Addresses of global variables
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pub const MAGIC_ADDRESS_LONG = 0x0c ; U32 Location of the magic value
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pub const MAGIC_VALUE_LONG = 0xb301534c ; U32 Full 32 bits of the magic value
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pub const MAGIC_ADDRESS = 0x0e ; U16 Location of the low 16 bits of magic value
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pub const MAGIC_VALUE = 0x534c ; U16 Low 16 bits of the magic value
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; If not double buffering these point to the same buffer
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; If double buffering they must the same size
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pub const FB_DISPLAY_PTR = 0x10 ; U32 Currently displayed buffer
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pub const FB_DISPLAY_STRIDE = 0x14 ; U16 Bytes in each row of the displayed buffer
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pub const FB_DISPLAY_DEPTH = 0x16 ; U16 Bits per pixel of the display buffer
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pub const FB_DRAW_PTR = 0x18 ; U32 Draw to this buffer
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pub const FB_DRAW_STRIDE = 0x1c ; U16 Bytes in each row of the draw buffer == FB_DISPLAY_STRIDE
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pub const FB_DRAW_DEPTH = 0x1e ; U16 Bits per pixel of the draw buffer == FB_DISPLAY_DEPTH
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pub const FB_SIZE_BYTE = 0x20 ; U32 In bytes
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pub const FB_WIDTH_PX = 0x24 ; U16 Width of screen in pixels
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pub const FB_HEIGHT_PX = 0x26 ; U16 Height of screen in pixels
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; Log2 of width in pixels, e.g.
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; * 10 => 1024 * 768
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; * 8 => 256 * 192
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pub const FB_LOG_WIDTH = 0x28 ; U8
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pub const FB_LOG_STRIDE = 0x29 ; U8 Log2 of FB_xxx_STRIDE in bytes
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pub const FB_BYTES_PER_PIXEL = 0x2a ; U8 Specialisations should hardcode this
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; Log2 of bytes per pixel
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; * 0 => 8 bits per pixel
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; * 2 => 32 bits per pixel
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pub const FB_LOG_BPP = 0x2b ; U8 Specialisations should hardcode this
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Executable
+19
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;@0 ; Reserve space for globals
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; First initialise the stack pointer
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nor sp, zr, 0xffff
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; Jump over the globals to user code
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jmp 0x100
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U32 0 ; 4 bytes
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; MAGIC_VALUE
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;@0x0c
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U32 0xb301534c
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; Pad with zeroes since the @addr feature is currently broken.
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; * https://discord.com/channels/828292123936948244/1545010596246847568
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;
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U1920 0 ; 240 bytes
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;@0x100 ; start of user code
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