gba/book/src-bak/03-volatile_destination.md

11 KiB

Volatile Destination

TODO: update this when we can make more stuff const

Volatile Memory

The compiler is an eager friend, so when it sees a read or a write that won't have an effect, it eliminates that read or write. For example, if we write

let mut x = 5;
x = 7;

The compiler won't actually ever put 5 into x. It'll skip straight to putting 7 in x, because we never read from x when it's 5, so that's a safe change to make. Normally, values are stored in RAM, which has no side effects when you read and write from it. RAM is purely for keeping notes about values you'll need later on.

However, what if we had a bit of hardware where we wanted to do a write and that did something other than keeping the value for us to look at later? As you saw in the hello_magic example, we have to use a write_volatile operation. Volatile means "just do it anyway". The compiler thinks that it's pointless, but we know better, so we can force it to really do exactly what we say by using write_volatile instead of write.

This is kinda error prone though, right? Because it's just a raw pointer, so we might forget to use write_volatile at some point.

Instead, we want a type that's always going to use volatile reads and writes. Also, we want a pointer type that lets our reads and writes to be as safe as possible once we've unsafely constructed the initial value.

Constructing The VolAddress Type

First, we want a type that stores a location within the address space. This can be a pointer, or a usize, and we'll use a usize because that's easier to work with in a const context (and we want to have const when we can get it). We'll also have our type use NonZeroUsize instead of just usize so that Option<VolAddress<T>> stays as a single machine word. This helps quite a bit when we want to iterate over the addresses of a block of memory (such as locations within the palette memory). Hardware is never at the null address anyway. Also, if we had just an address number then we wouldn't be able to track what type the address is for. We need some PhantomData, and specifically we need the phantom data to be for *mut T:

  • If we used *const T that'd have the wrong variance.
  • If we used &mut T then that's fusing in the ideas of lifetime and exclusive access to our type. That's potentially important, but that's also an abstraction we'll build on top of this VolAddress type if we need it.

One abstraction layer at a time, so we start with just a phantom pointer. This gives us a type that looks like this:

#[derive(Debug)]
#[repr(transparent)]
pub struct VolAddress<T> {
  address: NonZeroUsize,
  marker: PhantomData<*mut T>,
}

Now, because of how derive is specified, it derives traits if the generic parameter supports those traits. Since our type is like a pointer, the traits it supports are distinct from whatever traits the target type supports. So we'll provide those implementations manually.

impl<T> Clone for VolAddress<T> {
  fn clone(&self) -> Self {
    *self
  }
}
impl<T> Copy for VolAddress<T> {}
impl<T> PartialEq for VolAddress<T> {
  fn eq(&self, other: &Self) -> bool {
    self.address == other.address
  }
}
impl<T> Eq for VolAddress<T> {}
impl<T> PartialOrd for VolAddress<T> {
  fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
    Some(self.address.cmp(&other.address))
  }
}
impl<T> Ord for VolAddress<T> {
  fn cmp(&self, other: &Self) -> Ordering {
    self.address.cmp(&other.address)
  }
}

Boilerplate junk, not interesting. There's a reason that you derive those traits 99% of the time in Rust.

Constructing A VolAddress Value

Okay so here's the next core concept: If we unsafely construct a VolAddress<T>, then we can safely use the value once it's been properly created.

// you'll need these features enabled and a recent nightly
#![feature(const_int_wrapping)]
#![feature(min_const_unsafe_fn)]

impl<T> VolAddress<T> {
  pub const unsafe fn new_unchecked(address: usize) -> Self {
    VolAddress {
      address: NonZeroUsize::new_unchecked(address),
      marker: PhantomData,
    }
  }
  pub const unsafe fn cast<Z>(self) -> VolAddress<Z> {
    VolAddress {
      address: self.address,
      marker: PhantomData,
    }
  }
  pub unsafe fn offset(self, offset: isize) -> Self {
    VolAddress {
      address: NonZeroUsize::new_unchecked(self.address.get().wrapping_add(offset as usize * core::mem::size_of::<T>())),
      marker: PhantomData,
    }
  }
}

So what are the unsafety rules here?

  • Non-null, obviously.
  • Must be aligned for T
  • Must always produce valid bit patterns for T
  • Must not be part of the address space that Rust's stack or allocator will ever uses.

So, again using the hello_magic example, we had

(0x400_0000 as *mut u16).write_volatile(0x0403);

And instead we could declare

const MAGIC_LOCATION: VolAddress<u16> = unsafe { VolAddress::new(0x400_0000) };

Using A VolAddress Value

Now that we've named the magic location, we want to write to it.

impl<T> VolAddress<T> {
  pub fn read(self) -> T
  where
    T: Copy,
  {
    unsafe { (self.address.get() as *mut T).read_volatile() }
  }
  pub unsafe fn read_non_copy(self) -> T {
    (self.address.get() as *mut T).read_volatile()
  }
  pub fn write(self, val: T) {
    unsafe { (self.address.get() as *mut T).write_volatile(val) }
  }
}

So if the type is Copy we can read it as much as we want. If, somehow, the type isn't Copy, then it might be Drop, and that means if we read out a value over and over we could cause the drop method to trigger UB. Since the end user might really know what they're doing, we provide an unsafe backup read_non_copy.

On the other hand, we can write to the location as much as we want. Even if the type isn't Copy, not running Drop is safe, so a write is always safe.

Now we can write to our magical location.

MAGIC_LOCATION.write(0x0403);

VolAddress Iteration

We've already seen that sometimes we want to have a base address of some sort and then offset from that location to another. What if we wanted to iterate over all the locations. That's not particularly hard.

impl<T> VolAddress<T> {
  pub const unsafe fn iter_slots(self, slots: usize) -> VolAddressIter<T> {
    VolAddressIter { vol_address: self, slots }
  }
}

#[derive(Debug)]
pub struct VolAddressIter<T> {
  vol_address: VolAddress<T>,
  slots: usize,
}
impl<T> Clone for VolAddressIter<T> {
  fn clone(&self) -> Self {
    VolAddressIter {
      vol_address: self.vol_address,
      slots: self.slots,
    }
  }
}
impl<T> PartialEq for VolAddressIter<T> {
  fn eq(&self, other: &Self) -> bool {
    self.vol_address == other.vol_address && self.slots == other.slots
  }
}
impl<T> Eq for VolAddressIter<T> {}
impl<T> Iterator for VolAddressIter<T> {
  type Item = VolAddress<T>;

  fn next(&mut self) -> Option<Self::Item> {
    if self.slots > 0 {
      let out = self.vol_address;
      unsafe {
        self.slots -= 1;
        self.vol_address = self.vol_address.offset(1);
      }
      Some(out)
    } else {
      None
    }
  }
}
impl<T> FusedIterator for VolAddressIter<T> {}

VolAddressBlock

Obviously, having a base address and a length exist separately is error prone. There's a good reason for slices to keep their pointer and their length together. We want something like that, which we'll call a "block" because "array" and "slice" are already things in Rust.

#[derive(Debug)]
pub struct VolAddressBlock<T> {
  vol_address: VolAddress<T>,
  slots: usize,
}
impl<T> Clone for VolAddressBlock<T> {
  fn clone(&self) -> Self {
    VolAddressBlock {
      vol_address: self.vol_address,
      slots: self.slots,
    }
  }
}
impl<T> PartialEq for VolAddressBlock<T> {
  fn eq(&self, other: &Self) -> bool {
    self.vol_address == other.vol_address && self.slots == other.slots
  }
}
impl<T> Eq for VolAddressBlock<T> {}

impl<T> VolAddressBlock<T> {
  pub const unsafe fn new_unchecked(vol_address: VolAddress<T>, slots: usize) -> Self {
    VolAddressBlock { vol_address, slots }
  }
  pub const fn iter(self) -> VolAddressIter<T> {
    VolAddressIter {
      vol_address: self.vol_address,
      slots: self.slots,
    }
  }
  pub unsafe fn index_unchecked(self, slot: usize) -> VolAddress<T> {
    self.vol_address.offset(slot as isize)
  }
  pub fn index(self, slot: usize) -> VolAddress<T> {
    if slot < self.slots {
      unsafe { self.vol_address.offset(slot as isize) }
    } else {
      panic!("Index Requested: {} >= Bound: {}", slot, self.slots)
    }
  }
  pub fn get(self, slot: usize) -> Option<VolAddress<T>> {
    if slot < self.slots {
      unsafe { Some(self.vol_address.offset(slot as isize)) }
    } else {
      None
    }
  }
}

Now we can have something like:

const OTHER_MAGIC: VolAddressBlock<u16> = unsafe {
  VolAddressBlock::new_unchecked(
    VolAddress::new(0x600_0000),
    240 * 160
  )
};

OTHER_MAGIC.index(120 + 80 * 240).write_volatile(0x001F);
OTHER_MAGIC.index(136 + 80 * 240).write_volatile(0x03E0);
OTHER_MAGIC.index(120 + 96 * 240).write_volatile(0x7C00);

Docs?

If you wanna see these types and methods with a full docs write up you should check the GBA crate's source.

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 to say "do it anyway".

Note that if you use a linker script to include any ASM with your Rust program (eg: the crt0.s file that we setup in the "Development Setup" section), all of that ASM is "volatile" for these purposes. Volatile isn't actually a hardware concept, it's just an LLVM concept, and the linker script runs after LLVM has done its work.