lcpu/lua: Move Lua device implementations into seperate "LCPU.Devices" namespace
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@ -3,5 +3,8 @@ build/
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module_build/
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module_build/
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native/projects/riscv/ref
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native/projects/riscv/ref
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# for now
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native/projects/projgen
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.cache/
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.cache/
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.vscode/
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.vscode/
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56
ideas.md
56
ideas.md
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@ -22,50 +22,56 @@ This is basically the working ideas for the LCPU project.
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- Write assembly/C/C++ code using a tiny project system (source for them would go in server data folder ?)
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- Write assembly/C/C++ code using a tiny project system (source for them would go in server data folder ?)
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- At the root of a project, a `project.json` file is expected to exist, with contents like:
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- At the root of a project, a `project.json` file is expected to exist, with contents like:
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```json
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```json
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{
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{
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"project": {
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"Project": {
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// All configurations for a project.
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"Name": "test",
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"configurations": {
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"debug": {
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"CCompileFlags": "-O0 -g ${BaseCCompileFlags}",
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"CppCompileFlags": "-O0 -g ${BaseCppCompileFlags}",
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"LinkerScript": "binary.ld",
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},
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"release": {
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"CCompileFlags": "-O2 ${BaseCCompileFlags}",
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"CppCompileFlags": "-O2 ${BaseCppCompileFlags}",
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"LinkerScript": "binary.ld",
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"LinkerFlags": "-Wl,--gc-sections"
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},
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},
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// Obviously you can use separate subdirectories;
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// Define all build configurations here
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// this is just a very very simple baremetal program.
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"Configurations": {
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"Sources": [
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"Debug": {
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"startup.S",
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"CCompileFlags": "-O0 ${BaseCCompileFlags}",
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"main.cpp"
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"CppCompileFlags": "-O0 ${BaseCppCompileFlags}"
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]
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},
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}
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"Release": {
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"CCompileFlags": "-O2 ${BaseCCompileFlags}",
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"CppCompileFlags": "-O2 ${BaseCppCompileFlags}",
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// If a variable is unset it will usually default to
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// ${Base${VariableName}}
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"LinkerFlags": "-Wl,--gc-sections ${BaseLinkerFlags}"
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}
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},
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"Sources": [
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"binary.ld",
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"start.S",
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"main.c"
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]
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}
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}
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}
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```
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```
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- `BaseCCompileFlags` and `BaseCppCompileFlags` are defaulted to sane values for each language.
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- `BaseCCompileFlags` and `BaseCppCompileFlags` are defaulted to sane values for each language.
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- This will be transpiled into a `Makefile` by the addon.
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- This will be transpiled into a `Makefile` by the addon.
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- A standalone tool will be provided and used for transpiling `project.json` to a `Makefile` (and maybe even passed into the container and transpiled there, to reduce the actions on the host to just the podman run?)
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- A standalone tool will be provided and used for transpiling `project.json` to a `Makefile` (and maybe even passed into the container and transpiled there, to reduce the actions on the host to just the podman run?)
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- which is then run with `make` in a temporary podman container which only has access to the source code for the project (and nothing else, besides riscv tools).
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- which, when a Build is done in GMod; is then run with `make` in a temporary podman container which only has access to the source code for the project (and nothing else, besides riscv tools).
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- Command line is probably something like `make CONFIG=${config}`
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- Command line is probably something like `make CONFIG=${config}`
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- the output binary will be stored alongside the source code on the server side, with a name like `${name}-${config}.bin`
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- the output binary will be stored alongside the source code on the server side, with a name like `${name}-${config}.bin`
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- This file can then be selected for loading (without uploading from the client).
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- This file can then be selected for loading (without needing to be uploaded from the client).
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- There is no conditional compilation in the `project.json` system
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- There is no conditional compilation in the `project.json` system
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- All files in a project are always built by that project.
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- All files in a project are always built by that project.
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- No notion of subprojects/build dependencies other than GCC generated dependencies
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- This is meant to be simple for easy development in GMod. If you want complex build features you can export the project onto your own computer and use `lcpu_projgen` to generate Makefiles (which you can then maintain)
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- Text editor used to edit project source files
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- Text editor used to edit project source files
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- Use the Wire editor? (we need wiremod anyways, and the text editor is.. OK I suppose.)
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- Use the Wire editor? (we need wiremod anyways, and the text editor is.. OK I suppose.)
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- Or I guess I could try getting Monaco to play nicely with DHTML
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- Some example projects?
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- Some example projects?
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- A simple bare metal "Hello World"
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- I joke about it, but an RTOS would be really nice and a good stress test of the project system (for usage in "real" projects.)
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- I joke about it, but an RTOS would be really nice and a good stress test of the project system (for usage in "real" projects.)
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## Moderation/administration tools
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## Moderation/administration tools
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@ -9,7 +9,14 @@ if SERVER then
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return
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return
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end
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end
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--LCPUNative.EnableDebug()
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LCPU = {};
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LCPU.Devices = {};
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--LCPUNative.EnableDebug()
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AddCSLuaFile("entities/gmod_lcpu_cpu.lua")
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AddCSLuaFile("entities/gmod_lcpu_cpu.lua")
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-- Serverside devices
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include("lcpu/devices/uart.lua")
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include("lcpu/devices/gmlua_test.lua")
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end
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end
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@ -12,69 +12,16 @@ function ENT:Initialize()
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self:PhysicsInit(SOLID_VPHYSICS)
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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-- CPU callbacks?
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self.cpu = LCPUNative.CreateCPU(128 * 1024)
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self.cpu = LCPUNative.CreateCPU(128 * 1024)
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-- UART
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-- UART & GLua test device
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self.uart = LCPUNative.CreateDevice(0x10000000, 0xc)
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self.uart = LCPU.Devices.UART(0x10000000)
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self.uart.buffer = ""
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self.test_device = LCPU.Devices.LuaTest()
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function self.uart:Peek(address)
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self.cpu:AttachDevice(self.uart)
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if address == self.Base then return 0 end
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self.cpu:AttachDevice(self.test_device)
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if address == self.Base + 5 then return 0x60 end --
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return 0xffffffff
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end
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function self.uart:Poke(address, value)
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if address == self.Base then
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local c = bit.band(value, 0x000000ff)
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if c == 0 then return end
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-- Newline, reset the buffer
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if c == 0xa then
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print(self.buffer)
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self:Reset()
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else
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-- Not a newline so we can keep going with it
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self.buffer = self.buffer .. string.char(c)
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end
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end
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end
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function self.uart:Reset()
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self.buffer = ""
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end
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-- todo: cpu callbacks? once they become a thing
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-- test device framework
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-- (for once something works out how I wanted it to..)
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self.test_device = LCPUNative.CreateDevice(0x11300000, 0x8)
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self.test_device.register = 0x0
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function self.test_device:Peek(address)
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--print(string.format("TestDevice:Peek @ 0x%08x", address))
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if address == self.Base then return CurTime() end -- it a test!
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if address == self.Base + 4 then return self.register end
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return 0xffffffff
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end
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function self.test_device:Poke(address, value)
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--print(string.format("TestDevice:Poke @ 0x%08x -> 0x%08x", address, value))
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if address == self.Base + 4 then
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--print("LUAREG write")
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self.register = value
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end
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end
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function self.test_device:Reset()
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--print("TestDevice:Reset")
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-- clear the register
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self.register = 0
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end
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self.cpu:AttachDevice(self.uart);
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self.cpu:AttachDevice(self.test_device);
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self:SetOverlayText("hi :)")
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self:SetOverlayText("hi :)")
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end
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end
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@ -0,0 +1,31 @@
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-- Lua test device. This'll probably get removed soon, this is just for testing
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-- that Lua->C++ interop actually works like it should
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function LCPU.Devices.LuaTest()
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local test_device = LCPUNative.CreateDevice(0x11300000, 0x8)
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test_device.register = 0x0
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function test_device:Peek(address)
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--print(string.format("TestDevice:Peek @ 0x%08x", address))
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if address == self.Base then return CurTime() end -- it a test!
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if address == self.Base + 4 then return self.register end
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return 0xffffffff
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end
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function test_device:Poke(address, value)
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--print(string.format("TestDevice:Poke @ 0x%08x -> 0x%08x", address, value))
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if address == self.Base + 4 then
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--print("LUAREG write")
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self.register = value
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end
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end
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function test_device:Reset()
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--print("TestDevice:Reset")
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-- clear the register
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self.register = 0
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end
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return test_device
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end
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@ -0,0 +1,35 @@
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-- UART device
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-- For now, this just prints to the server console.
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function LCPU.Devices.UART(base)
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local uart = LCPUNative.CreateDevice(base, 0xc)
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uart.buffer = ""
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function uart:Peek(address)
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if address == self.Base then return 0 end
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if address == self.Base + 5 then return 0x60 end -- Active, but no keyboard input
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return 0xffffffff
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end
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function uart:Poke(address, value)
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if address == self.Base then
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local c = bit.band(value, 0x000000ff)
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if c == 0 then return end
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-- On newline or reaching length limit
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-- print the buffer and then reset it
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if c == 0xa or #self.buffer >= 256 then
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print(string.format("UART: %s", self.buffer))
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self:Reset()
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else
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-- Not a newline so we can keep going with it
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self.buffer = self.buffer .. string.char(c)
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end
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end
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end
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function uart:Reset()
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self.buffer = ""
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end
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return uart
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end
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@ -0,0 +1,23 @@
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{
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"Project": {
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"Name": "test",
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"Configurations": {
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"Debug": {
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"CCompileFlags": "-O0 ${BaseCCompileFlags}",
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"CppCompileFlags": "-O0 ${BaseCppCompileFlags}"
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},
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"Release": {
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"CCompileFlags": "-O2 ${BaseCCompileFlags}",
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"CppCompileFlags": "-O2 ${BaseCppCompileFlags}",
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"LinkerFlags": "-Wl,--gc-sections ${BaseLinkerFlags}"
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}
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},
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"Sources": [
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"binary.ld",
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"start.S",
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"main.c"
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]
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}
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}
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