Merge pull request #35 from rust-console/lokathor

Moderate updates to Introduction and Limitations
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Lokathor 2018-12-15 17:26:20 -07:00 committed by GitHub
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17 changed files with 651 additions and 40 deletions

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@ -43,10 +43,10 @@ fn main() -> std::io::Result<()> {
std::process::Command::new("arm-none-eabi-objcopy").args( std::process::Command::new("arm-none-eabi-objcopy").args(
&["-O", "binary", &["-O", "binary",
&format!("target/thumbv4-none-agb/release/examples/{}",name), &format!("target/thumbv4-none-agb/release/examples/{}",name),
&format!("target/example-{}.gba",name)]) &format!("target/{}.gba",name)])
.output().expect("failed to objcopy!"); .output().expect("failed to objcopy!");
std::process::Command::new("gbafix").args( std::process::Command::new("gbafix").args(
&[&format!("target/example-{}.gba",name)]) &[&format!("target/{}.gba",name)])
.output().expect("failed to gbafix!"); .output().expect("failed to gbafix!");
} }
} }

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@ -8,17 +8,19 @@
# gba # gba
A crate that helps you make GameBoy Advance (GBA) games This repository is both a [Tutorial Book](https://rust-console.github.io/gba/)
that teaches you what you need to know to write Rust games for the GameBoy
Advance (GBA), and also a [crate](https://crates.io/crates/gba) that you can
use to do the same.
# First Time Setup ## First Time Setup
This crate requires a fair amount of special setup. All of the steps are Writing a Rust program for the GBA requires a fair amount of special setup. All
detailed for you [in the 0th chapter of the of the steps are detailed for you [in the Introduction chapter of the
book](https://rust-console.github.io/gba/00-introduction/03-development-setup.html) that goes with this book](https://rust-console.github.io/gba/00-introduction/03-development-setup.html).
crate.
If you've done the global setup once before and just want to get a new project If you've done the described global setup once before and just want to get a new
started quickly we got you covered: project started quickly we got you covered:
```sh ```sh
curl https://raw.githubusercontent.com/rust-console/gba/master/init.sh -sSf | bash -s APP_NAME curl https://raw.githubusercontent.com/rust-console/gba/master/init.sh -sSf | bash -s APP_NAME

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@ -1,6 +1,6 @@
# Introduction # Introduction
This is the book for learning how to write GBA games in Rust. This is the book for learning how to write GameBoy Advance (GBA) games in Rust.
I'm **Lokathor**, the main author of the book. There's also **Ketsuban** who I'm **Lokathor**, the main author of the book. There's also **Ketsuban** who
provides the technical advisement, reviews the PRs, and keeps my crazy in check. provides the technical advisement, reviews the PRs, and keeps my crazy in check.
@ -10,7 +10,12 @@ of the pages listed in the Table Of Contents.
## Feedback ## Feedback
It's also often hard to tell when you've explained something properly to someone It's very often hard to tell when you've explained something properly. In the
who doesn't understand the concept yet. Please, if things don't make sense then same way that your brain will read over small misspellings and correct things
[file an issue](https://github.com/rust-console/gba/issues) about it so I know into the right word, if an explanation for something you already understand
where things need to improve. accidentally skips over some small detail then your brain can fill in the gaps
without you realizing it.
**Please**, if things don't make sense then [file an
issue](https://github.com/rust-console/gba/issues) about it so I know where
things need to improve.

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@ -21,8 +21,8 @@ goes:
`hello_magic.rs`: `hello_magic.rs`:
```rust ```rust
#![feature(start)]
#![no_std] #![no_std]
#![feature(start)]
#[panic_handler] #[panic_handler]
fn panic(_info: &core::panic::PanicInfo) -> ! { fn panic(_info: &core::panic::PanicInfo) -> ! {

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@ -1 +0,0 @@
# GBA Limitations

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@ -1 +0,0 @@
# No Floats

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@ -1 +0,0 @@
# Core Only

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@ -1 +0,0 @@
# Volatile Destination

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@ -0,0 +1,9 @@
# Quirks
The GBA supports a lot of totally normal Rust code exactly like you'd think.
However, it also is missing a lot of what you might expect, and sometimes we
have to do things in slightly weird ways.
We start the book by covering the quirks our code will have, just to avoid too
many surprises later.

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@ -0,0 +1,116 @@
# No Std
First up, as you already saw in the `hello_magic` code, we have to use the
`#![no_std]` outer attribute on our program when we target the GBA. You can find
some info about `no_std` in two official sources:
* [unstable
book section](https://doc.rust-lang.org/unstable-book/language-features/lang-items.html#writing-an-executable-without-stdlib)
* [embedded
book section](https://rust-embedded.github.io/book/intro/no-std.html?highlight=no_std#a--no_std--rust-environment)
The unstable book is borderline useless here because it's describing too many
things in too many words. The embedded book is much better, but still fairly
terse.
## Bare Metal
The GBA falls under what the Embedded Book calls "Bare Metal Environments".
Basically, the machine powers on and immediately begins executing some ASM code.
Our ASM startup was provided by `Ketsuban` (check the `crt0.s` file). We'll go
over _how_ it works much later on, for now it's enough to know that it does
work, and eventually control passes into Rust code.
On the rust code side of things, we determine our starting point with the
`#[start]` attribute on our `main` function. The `main` function also has a
specific type signature that's different from the usual `main` that you'd see in
Rust. I'd tell you to read the unstable-book entry on `#[start]` but they
[literally](https://doc.rust-lang.org/unstable-book/language-features/start.html)
just tell you to look at the [tracking issue for
it](https://github.com/rust-lang/rust/issues/29633) instead, and that's not very
helpful either. Basically it just _has_ to be declared the way it is, even
though there's nothing passing in the arguments and there's no place that the
return value will go. The compiler won't accept it any other way.
## No Standard Library
The Embedded Book tells us that we can't use the standard library, but we get
access to something called "libcore", which sounds kinda funny. What they're
talking about is just [the core
crate](https://doc.rust-lang.org/core/index.html), which is called `libcore`
within the rust repository for historical reasons.
The `core` crate is actually still a really big portion of Rust. The standard
library doesn't actually hold too much code (relatively speaking), instead it
just takes code form other crates and then re-exports it in an organized way. So
with just `core` instead of `std`, what are we missing?
In no particular order:
* Allocation
* Clock
* Network
* File System
The allocation system and all the types that you can use if you have a global
allocator are neatly packaged up in the
[alloc](https://doc.rust-lang.org/alloc/index.html) crate. The rest isn't as
nicely organized.
It's _possible_ to implement a fair portion of the entire standard library
within a GBA context and make the rest just panic if you try to use it. However,
do you really need all that? Eh... probably not?
* We don't need a file system, because all of our data is just sitting there in
the ROM for us to use. When programming we can organize our `const` data into
modules and such to keep it organized, but once the game is compiled it's just
one huge flat address space. TODO: Parasyte says that a FS can be handy even
if it's all just ReadOnly, so we'll eventually talk about how you might set up
such a thing I guess, since we'll already be talking about replacements for
three of the other four things we "lost". Maybe we'll make Parasyte write that
section.
* Networking, well, the GBA has a Link Cable you can use to communicate with
another GBA, but it's not really like a unix socket with TCP, so the standard
Rust networking isn't a very good match.
* Clock is actually two different things at once. One is the ability to store
the time long term, which is a bit of hardware that some gamepaks have in them
(eg: pokemon ruby/sapphire/emerald). The GBA itself can't keep time while
power is off. However, the second part is just tracking time moment to moment,
which the GBA can totally do. We'll see how to access the timers soon enough.
Which just leaves us with allocation. Do we need an allocator? Depends on your
game. For demos and small games you probably don't need one. For bigger games
you'll maybe want to get an allocator going eventually. It's in some sense a
crutch, but it's a very useful one.
So I promise that at some point we'll cover how to get an allocator going.
Either a Rust Global Allocator (if practical), which would allow for a lot of
the standard library types to be used "for free" once it was set up, or just a
custom allocator that's GBA specific if Rust's global allocator style isn't a
good fit for the GBA (I honestly haven't looked into it).
## LLVM Intrinsics
TODO: explain that we'll occasionally have to provide some intrinsics.
## Bare Metal Panic
TODO: expand this
* Write `0xC0DE` to `0x4fff780` (`u16`) to enable mGBA logging. Write any other
value to disable it.
* Read `0x4fff780` (`u16`) to check mGBA logging status.
* You get `0x1DEA` if debugging is active.
* Otherwise you get standard open bus nonsense values.
* Write your message into the virtual `[u8; 255]` array starting at `0x4fff600`.
mGBA will interpret these bytes as a CString value.
* Write `0x100` PLUS the message level to `0x4fff700` (`u16`) when you're ready
to send a message line:
* 0: Fatal (halts execution with a popup)
* 1: Error
* 2: Warning
* 3: Info
* 4: Debug
* Sending the message also automatically zeroes the output buffer.
* View the output within the "Tools" menu, "View Logs...". Note that the Fatal
message, if any doesn't get logged.

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@ -0,0 +1,13 @@
# Fixed Only
In addition to not having the standard library available, we don't even have a
floating point unit available! We can't do floating point math in hardware! We
could still do floating point math as software computations if we wanted, but
that's a slow, slow thing to do.
Instead let's learn about another way to have fractional values called "Fixed
Point"
## Fixed Point
TODO: describe fixed point, make some types, do the impls, all that.

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@ -0,0 +1,345 @@
# Volatile Destination
TODO: replace all this one "the rant" is finalized
There's a reasonable chance that you've never heard of `volatile` before, so
what's that? Well, it's a term that can be used in more than one context, but
basically it means "get your grubby mitts off my stuff you over-eager compiler".
## Volatile Memory
The first, and most common, form of volatile thing is volatile memory. Volatile
memory can change without your program changing it, usually because it's not a
location in RAM, but instead some special location that represents an actual
hardware device, or part of a hardware device perhaps. The compiler doesn't know
what's going on in this situation, but when the program is actually run and the
CPU gets an instruction to read or write from that location, instead of just
accessing some place in RAM like with normal memory, it accesses whatever bit of
hardware and does _something_. The details of that something depend on the
hardware, but what's important is that we need to actually, definitely execute
that read or write instruction.
This is not how normal memory works. Normally when the compiler
sees us write values into variables and read values from variables, it's free to
optimize those expressions and eliminate some of the reads and writes if it can,
and generally try to save us time. Maybe it even knows some stuff about the data
dependencies in our expressions and so it does some of the reads or writes out
of order from what the source says, because the compiler knows that it won't
actually make a difference to the operation of the program. A good and helpful
friend, that compiler.
Volatile memory works almost the opposite way. With volatile memory we
need the compiler to _definitely_ emit an instruction to do a read or write and
they need to happen _exactly_ in the order that we say to do it. Each volatile
read or write might have any sort of side effect that the compiler
doesn't know about, and it shouldn't try to be clever about the optimization. Just do what we
say, please.
In Rust, we don't mark volatile things as being a separate type of thing,
instead we use normal raw pointers and then call the
[read_volatile](https://doc.rust-lang.org/core/ptr/fn.read_volatile.html) and
[write_volatile](https://doc.rust-lang.org/core/ptr/fn.write_volatile.html)
functions (also available as methods, if you like), which then delegate to the
LLVM
[volatile_load](https://doc.rust-lang.org/core/intrinsics/fn.volatile_load.html)
and
[volatile_store](https://doc.rust-lang.org/core/intrinsics/fn.volatile_store.html)
intrinsics. In C and C++ you can tag a pointer as being volatile and then any
normal read and write with it becomes the volatile version, but in Rust we have
to remember to use the correct alternate function instead.
I'm told by the experts that this makes for a cleaner and saner design from a
_language design_ perspective, but it really kinda screws us when doing low
level code. References, both mutable and shared, aren't volatile, so they
compile into normal reads and writes. This means we can't do anything we'd
normally do in Rust that utilizes references of any kind. Volatile blocks of
memory can't use normal `.iter()` or `.iter_mut()` based iteration (which give
`&T` or `&mut T`), and they also can't use normal `Index` and `IndexMut` sugar
like `a + x[i]` or `x[i] = 7`.
Unlike with normal raw pointers, this pain point never goes away. There's no way
to abstract over the difference with Rust as it exists now, you'd need to
actually adjust the core language by adding an additional pointer type (`*vol
T`) and possibly a reference type to go with it (`&vol T`) to get the right
semantics. And then you'd need an `IndexVol` trait, and you'd need
`.iter_vol()`, and so on for every other little thing. It would be a lot of
work, and the Rust developers just aren't interested in doing all that for such
a limited portion of their user population. We'll just have to deal with not
having any syntax sugar.
### VolatilePtr
No syntax sugar doesn't mean we can't at least make things a little easier for
ourselves. Enter the `VolatilePtr<T>` type, which is a newtype over a `*mut T`.
One of those "manual" newtypes I mentioned where we can't use our nice macro.
```rust
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, PartialOrd, Ord)]
#[repr(transparent)]
pub struct VolatilePtr<T>(pub *mut T);
```
Obviously we want to be able to read and write:
```rust
impl<T> VolatilePtr<T> {
/// Performs a `read_volatile`.
pub unsafe fn read(self) -> T {
self.0.read_volatile()
}
/// Performs a `write_volatile`.
pub unsafe fn write(self, data: T) {
self.0.write_volatile(data);
}
```
And we want a way to jump around when we do have volatile memory that's in
blocks. This is where we can get ourselves into some trouble if we're not
careful. We have to decide between
[offset](https://doc.rust-lang.org/std/primitive.pointer.html#method.offset) and
[wrapping_offset](https://doc.rust-lang.org/std/primitive.pointer.html#method.wrapping_offset).
The difference is that `offset` optimizes better, but also it can be Undefined
Behavior if the result is not "in bounds or one byte past the end of the same
allocated object". I asked [ubsan](https://github.com/ubsan) (who is the expert
that you should always listen to on matters like this) what that means exactly
when memory mapped hardware is involved (since we never allocated anything), and
the answer was that you _can_ use an `offset` in statically memory mapped
situations like this as long as you don't use it to jump to the address of
something that Rust itself allocated at some point. Cool, we all like being able
to use the one that optimizes better. Unfortunately, the downside to using
`offset` instead of `wrapping_offset` is that with `offset`, it's Undefined
Behavior _simply to calculate the out of bounds result_ (with `wrapping_offset`
it's not Undefined Behavior until you _use_ the out of bounds result). We'll
have to be quite careful when we're using `offset`.
```rust
/// Performs a normal `offset`.
pub unsafe fn offset(self, count: isize) -> Self {
VolatilePtr(self.0.offset(count))
}
```
Now, one thing of note is that doing the `offset` isn't `const`. The math for it
is something that's possible to do in a `const` way of course, but Rust
basically doesn't allow you to fiddle raw pointers much during `const` right
now. Maybe in the future that will improve.
If we did want to have a `const` function for finding the correct address within
a volatile block of memory we'd have to do all the math using `usize` values,
and then cast that value into being a pointer once we were done. It'd look
something like this:
```rust
const fn address_index<T>(address: usize, index: usize) -> usize {
address + (index * std::mem::size_of::<T>())
}
```
But, back to methods for `VolatilePtr`, well we sometimes want to be able to
cast a `VolatilePtr` between pointer types. Since we won't be able to do that
with `as`, we'll have to write a method for it:
```rust
/// Performs a cast into some new pointer type.
pub fn cast<Z>(self) -> VolatilePtr<Z> {
VolatilePtr(self.0 as *mut Z)
}
```
### Volatile Iterating
How about that `Iterator` stuff I said we'd be missing? We can actually make
_an_ Iterator available, it's just not the normal "iterate by shared reference
or unique reference" Iterator. Instead, it's more like a "throw out a series of
`VolatilePtr` values" style Iterator. Other than that small difference it's
totally normal, and we'll be able to use map and skip and take and all those
neat methods.
So how do we make this thing we need? First we check out the [Implementing
Iterator](https://doc.rust-lang.org/core/iter/index.html#implementing-iterator)
section in the core documentation. It says we need a struct for holding the
iterator state. Right-o, probably something like this:
```rust
#[derive(Debug, Clone, Hash, PartialEq, Eq)]
pub struct VolatilePtrIter<T> {
vol_ptr: VolatilePtr<T>,
slots: usize,
}
```
And then we just implement
[core::iter::Iterator](https://doc.rust-lang.org/core/iter/trait.Iterator.html)
on that struct. Wow, that's quite the trait though! Don't worry, we only need to
implement two small things and then the rest of it comes free as a bunch of
default methods.
So, the code that we _want_ to write looks like this:
```rust
impl<T> Iterator for VolatilePtrIter<T> {
type Item = VolatilePtr<T>;
fn next(&mut self) -> Option<VolatilePtr<T>> {
if self.slots > 0 {
let out = Some(self.vol_ptr);
self.slots -= 1;
self.vol_ptr = unsafe { self.vol_ptr.offset(1) };
out
} else {
None
}
}
}
```
Except we _can't_ write that code. What? The problem is that we used
`derive(Clone, Copy` on `VolatilePtr`. Because of a quirk in how `derive` works,
this means `VolatilePtr<T>` will only be `Copy` if the `T` is `Copy`, _even
though the pointer itself is always `Copy` regardless of what it points to_.
Ugh, terrible. We've got three basic ways to handle this:
* Make the `Iterator` implementation be for `<T:Clone>`, and then hope that we
always have types that are `Clone`.
* Hand implement every trait we want `VolatilePtr` (and `VolatilePtrIter`) to
have so that we can override the fact that `derive` is basically broken in
this case.
* Make `VolatilePtr` store a `usize` value instead of a pointer, and then cast
it to `*mut T` when we actually need to read and write. This would require us
to also store a `PhantomData<T>` so that the type of the address is tracked
properly, which would make it a lot more verbose to construct a `VolatilePtr`
value.
None of those options are particularly appealing. I guess we'll do the first one
because it's the least amount of up front trouble, and I don't _think_ we'll
need to be iterating non-Clone values. All we do to pick that option is add the
bound to the very start of the `impl` block, where we introduce the `T`:
```rust
impl<T: Clone> Iterator for VolatilePtrIter<T> {
type Item = VolatilePtr<T>;
fn next(&mut self) -> Option<VolatilePtr<T>> {
if self.slots > 0 {
let out = Some(self.vol_ptr.clone());
self.slots -= 1;
self.vol_ptr = unsafe { self.vol_ptr.clone().offset(1) };
out
} else {
None
}
}
}
```
What's going on here? Okay so our iterator has a number of slots that it'll go
over, and then when it's out of slots it starts producing `None` forever. That's
actually pretty simple. We're also masking some unsafety too. In this case,
we'll rely on the person who made the `VolatilePtrIter` to have selected the
correct number of slots. This gives us a new method for `VolatilePtr`:
```rust
pub unsafe fn iter_slots(self, slots: usize) -> VolatilePtrIter<T> {
VolatilePtrIter {
vol_ptr: self,
slots,
}
}
```
With this design, making the `VolatilePtrIter` at the start is `unsafe` (we have
to trust the caller that the right number of slots exists), and then using it
after that is totally safe (if the right number of slots was given we'll never
screw up our end of it).
### VolatilePtr Formatting
Also, just as a little bonus that we probably won't use, we could enable our new
pointer type to be formatted as a pointer value.
```rust
impl<T> core::fmt::Pointer for VolatilePtr<T> {
/// Formats exactly like the inner `*mut T`.
fn fmt(&self, f: &mut core::fmt::Formatter) -> core::fmt::Result {
write!(f, "{:p}", self.0)
}
}
```
Neat!
### VolatilePtr Complete
That was a lot of small code blocks, let's look at it all put together:
```rust
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct VolatilePtr<T>(pub *mut T);
impl<T> VolatilePtr<T> {
pub unsafe fn read(self) -> T {
self.0.read_volatile()
}
pub unsafe fn write(self, data: T) {
self.0.write_volatile(data);
}
pub unsafe fn offset(self, count: isize) -> Self {
VolatilePtr(self.0.offset(count))
}
pub fn cast<Z>(self) -> VolatilePtr<Z> {
VolatilePtr(self.0 as *mut Z)
}
pub unsafe fn iter_slots(self, slots: usize) -> VolatilePtrIter<T> {
VolatilePtrIter {
vol_ptr: self,
slots,
}
}
}
impl<T> core::fmt::Pointer for VolatilePtr<T> {
fn fmt(&self, f: &mut core::fmt::Formatter) -> core::fmt::Result {
write!(f, "{:p}", self.0)
}
}
#[derive(Debug, Clone, Hash, PartialEq, Eq)]
pub struct VolatilePtrIter<T> {
vol_ptr: VolatilePtr<T>,
slots: usize,
}
impl<T: Clone> Iterator for VolatilePtrIter<T> {
type Item = VolatilePtr<T>;
fn next(&mut self) -> Option<VolatilePtr<T>> {
if self.slots > 0 {
let out = Some(self.vol_ptr.clone());
self.slots -= 1;
self.vol_ptr = unsafe { self.vol_ptr.clone().offset(1) };
out
} else {
None
}
}
}
```
## Volatile ASM
In addition to some memory locations being volatile, it's also possible for
inline assembly to be declared volatile. This is basically the same idea, "hey
just do what I'm telling you, don't get smart about it".
Normally when you have some `asm!` it's basically treated like a function,
there's inputs and outputs and the compiler will try to optimize it so that if
you don't actually use the outputs it won't bother with doing those
instructions. However, `asm!` is basically a pure black box, so the compiler
doesn't know what's happening inside at all, and it can't see if there's any
important side effects going on.
An example of an important side effect that doesn't have output values would be
putting the CPU into a low power state while we want for the next VBlank. This
lets us save quite a bit of battery power. It requires some setup to be done
safely (otherwise the GBA won't ever actually wake back up from the low power
state), but the `asm!` you use once you're ready is just a single instruction
with no return value. The compiler can't tell what's going on, so you just have
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@ -1,9 +1,7 @@
# Newtype # Newtype
There's one thing I want to get out of the way near the start of the book and it There's a great Zero Cost abstraction that we'll be using a lot that you might
didn't really have a good fit anywhere else in the book so it goes right here. not already be familiar with: we're talking about the "Newtype Pattern"!
We're talking about the "Newtype Pattern"!
Now, I told you to read the Rust Book before you read this book, and I'm sure Now, I told you to read the Rust Book before you read this book, and I'm sure
you're all good students who wouldn't sneak into this book without doing the you're all good students who wouldn't sneak into this book without doing the
@ -111,13 +109,31 @@ macro_rules! newtype {
``` ```
That seems like enough for all of our examples, so we'll stop there. We could That seems like enough for all of our examples, so we'll stop there. We could
add more things, such as making the `From` impl optional (because what if you add more things:
shouldn't unwrap it for some weird reason?), allowing for more precise
visibility controls (on both the newtype overall and the inner field), and maybe
even other things I can't think of right now. We won't really need those in our
example code for this book, so it's probably nicer to just keep the macro
simpler and quit while we're ahead.
**As a reminder:** remember that macros have to appear _before_ they're invoked in * Making the `From` impl being optional. We'd have to make the newtype
your source, so the `newtype` macro will always have to be at the very top of invocation be more complicated somehow, the user puts ", no-unwrap" after the
your file, or in a module that's declared before other modules and code. inner type declaration or something, or something like that.
* Allowing for more precise visibility controls on the wrapping type and on the
inner field. This would add a lot of line noise, so we'll just always have our
newtypes be `pub`.
* Allowing for generic newtypes, which might sound silly but that we'll actually
see an example of soon enough. To do this you might _think_ that we can change
the `:ident` declarations to `:ty`, but since we're declaring a fresh type not
using an existing type we have to accept it as an `:ident`. The way you get
around this is with a proc-macro, which is a lot more powerful but which also
requires that you write the proc-macro in an entirely other crate that gets
compiled first. We don't need that much power, so for our examples we'll go
with the macro_rules version and just do it by hand in the few cases where we
need a generic newtype.
* Allowing for `Deref` and `DerefMut`, which usually defeats the point of doing
the newtype, but maybe sometimes it's the right thing, so if you were going
for the full industrial strength version with a proc-macro and all you might
want to make that part of your optional add-ons as well the same way you might
want optional `From`. You'd probably want `From` to be "on by default" and
`Deref`/`DerefMut` to be "off by default", but whatever.
**As a reminder:** remember that `macro_rules` macros have to appear _before_
they're invoked in your source, so the `newtype` macro will always have to be at
the very top of your file, or if you put it in a module within your project
you'll need to declare the module before anything that uses it.

View file

@ -6,12 +6,12 @@
* [Book Goals and Style](00-introduction/02-goals_and_style.md) * [Book Goals and Style](00-introduction/02-goals_and_style.md)
* [Development Setup](00-introduction/03-development-setup.md) * [Development Setup](00-introduction/03-development-setup.md)
* [Hello, Magic](00-introduction/04-hello-magic.md) * [Hello, Magic](00-introduction/04-hello-magic.md)
* [Newtype](00-introduction/05-newtype.md) * [Help and Resources](00-introduction/05-help_and_resources.md)
* [Help and Resources](00-introduction/06-help_and_resources.md) * [Quirks](01-quirks/00-index.md)
* [Limitations](01-limitations/00-index.md) * [No Std](01-quirks/01-no_std.md)
* [No Floats](01-limitations/01-no_floats.md) * [Fixed Only](01-quirks/02-fixed_only.md)
* [Core Only](01-limitations/02-core_only.md) * [Volatile Destination](01-quirks/03-volatile_destination.md)
* [Volatile Destination](01-limitations/03-volatile_destination.md) * [Newtype](01-quirks/04-newtype.md)
* [Concepts](02-concepts/00-index.md) * [Concepts](02-concepts/00-index.md)
* [CPU](02-concepts/01-cpu.md) * [CPU](02-concepts/01-cpu.md)
* [BIOS](02-concepts/02-bios.md) * [BIOS](02-concepts/02-bios.md)

View file

@ -1,5 +1,5 @@
#![feature(start)]
#![no_std] #![no_std]
#![feature(start)]
#[panic_handler] #[panic_handler]
fn panic(_info: &core::panic::PanicInfo) -> ! { fn panic(_info: &core::panic::PanicInfo) -> ! {

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@ -0,0 +1,109 @@
#![no_std]
#![feature(start)]
#[no_mangle]
pub unsafe extern "C" fn __clzsi2(mut x: usize) -> usize {
let mut y: usize;
let mut n: usize = 32;
y = x >> 16;
if y != 0 {
n = n - 16;
x = y;
}
y = x >> 8;
if y != 0 {
n = n - 8;
x = y;
}
y = x >> 4;
if y != 0 {
n = n - 4;
x = y;
}
y = x >> 2;
if y != 0 {
n = n - 2;
x = y;
}
y = x >> 1;
if y != 0 {
n - 2
} else {
n - x
}
}
#[panic_handler]
fn panic(info: &core::panic::PanicInfo) -> ! {
unsafe {
const DEBUG_ENABLE_MGBA: *mut u16 = 0x4fff780 as *mut u16;
const DEBUG_OUTPUT_BASE: *mut u8 = 0x4fff600 as *mut u8;
const DEBUG_SEND_MGBA: *mut u16 = 0x4fff700 as *mut u16;
const DEBUG_SEND_FLAG: u16 = 0x100;
const DEBUG_FATAL: u16 = 0;
const DEBUG_ERROR: u16 = 1;
DEBUG_ENABLE_MGBA.write_volatile(0xC0DE);
if DEBUG_ENABLE_MGBA.read_volatile() == 0x1DEA {
// Give the location
if let Some(location) = info.location() {
let mut out_ptr = DEBUG_OUTPUT_BASE;
let line = location.line();
let mut line_bytes = [
(line / 10000) as u8,
((line / 1000) % 10) as u8,
((line / 1000) % 10) as u8,
((line / 10) % 10) as u8,
(line % 10) as u8,
];
for line_bytes_mut in line_bytes.iter_mut() {
*line_bytes_mut += b'0';
}
for b in "Panic: "
.bytes()
.chain(location.file().bytes())
.chain(", Line ".bytes())
.chain(line_bytes.iter().cloned())
.take(255)
{
out_ptr.write_volatile(b);
out_ptr = out_ptr.offset(1);
}
} else {
let mut out_ptr = DEBUG_OUTPUT_BASE;
for b in "Panic with no location info:".bytes().take(255) {
out_ptr.write_volatile(b);
out_ptr = out_ptr.offset(1);
}
}
DEBUG_SEND_MGBA.write_volatile(DEBUG_SEND_FLAG + DEBUG_ERROR);
// Give the payload
if let Some(payload) = info.payload().downcast_ref::<&str>() {
let mut out_ptr = DEBUG_OUTPUT_BASE;
for b in payload.bytes().take(255) {
out_ptr.write_volatile(b);
out_ptr = out_ptr.offset(1);
}
} else {
let mut out_ptr = DEBUG_OUTPUT_BASE;
for b in "no payload".bytes().take(255) {
out_ptr.write_volatile(b);
out_ptr = out_ptr.offset(1);
}
}
DEBUG_SEND_MGBA.write_volatile(DEBUG_SEND_FLAG + DEBUG_ERROR);
DEBUG_SEND_MGBA.write_volatile(DEBUG_SEND_FLAG + DEBUG_FATAL);
}
}
loop {}
}
#[start]
fn main(_argc: isize, _argv: *const *const u8) -> isize {
unsafe {
(0x400_0000 as *mut u16).write_volatile(0x0403);
(0x600_0000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
(0x600_0000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
(0x600_0000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
panic!("fumoffu!");
}
}