2018-11-14 06:47:52 +11:00
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# hello2
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Okay so let's have a look again:
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`hello1`
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```rust
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#![feature(start)]
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#![no_std]
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#[cfg(not(test))]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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unsafe {
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(0x04000000 as *mut u16).write_volatile(0x0403);
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(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
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(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
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(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
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loop {}
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}
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}
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```
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Now let's clean this up so that it's clearer what's going on.
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First we'll label that display control stuff:
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```rust
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pub const DISPCNT: *mut u16 = 0x04000000 as *mut u16;
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pub const MODE3: u16 = 3;
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pub const BG2: u16 = 0b100_0000_0000;
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```
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Next we make some const values for the actual pixel drawing
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```rust
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pub const VRAM: usize = 0x06000000;
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pub const SCREEN_WIDTH: isize = 240;
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```
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And then we want a small helper function for putting together a color value.
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Happily, this one can even be declared as a const function. At the time of
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writing, we've got the "minimal const fn" support in nightly. It really is quite
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limited, but I'm happy to let rustc and LLVM pre-compute as much as they can
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when it comes to the GBA's tiny CPU.
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```rust
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pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
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blue << 10 | green << 5 | red
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}
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```
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Finally, we'll make a function for drawing a pixel in Mode 3. Even though it's
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just a one-liner, having the "important parts" be labeled as function arguments
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usually helps you think about it a lot better.
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```rust
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pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
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(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write_volatile(color);
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}
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```
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So now we've got this:
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`hello2`
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```rust
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#![feature(start)]
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#![no_std]
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#[cfg(not(test))]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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unsafe {
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DISPCNT.write_volatile(MODE3 | BG2);
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mode3_pixel(120, 80, rgb16(31, 0, 0));
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mode3_pixel(136, 80, rgb16(0, 31, 0));
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mode3_pixel(120, 96, rgb16(0, 0, 31));
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loop {}
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}
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}
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pub const DISPCNT: *mut u16 = 0x04000000 as *mut u16;
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pub const MODE3: u16 = 3;
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pub const BG2: u16 = 0b100_0000_0000;
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pub const VRAM: usize = 0x06000000;
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pub const SCREEN_WIDTH: isize = 240;
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pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
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blue << 10 | green << 5 | red
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}
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pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
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(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write_volatile(color);
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}
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```
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Exact same program that we started with, but much easier to read.
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Of course, in the full `gba` crate that this book is a part of we have these and
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2018-11-15 13:53:21 +11:00
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other elements all labeled and sorted out for you (not identically, but
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similarly). Still, for educational purposes it's often best to do it yourself at
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least once.
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