139 lines
5.9 KiB
JavaScript
139 lines
5.9 KiB
JavaScript
/**
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* @fileoverview PDP10-specific compile-time definitions.
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* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
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* @copyright © Jeff Parsons 2012-2017
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*
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* This file is part of PCjs, a computer emulation software project at <http://pcjs.org/>.
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*
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* PCjs is free software: you can redistribute it and/or modify it under the terms of the
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* GNU General Public License as published by the Free Software Foundation, either version 3
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* of the License, or (at your option) any later version.
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*
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* PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
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* even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCjs. If not,
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* see <http://www.gnu.org/licenses/gpl.html>.
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*
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* You are required to include the above copyright notice in every modified copy of this work
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* and to display that copyright notice when the software starts running; see COPYRIGHT in
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* <http://pcjs.org/modules/shared/lib/defines.js>.
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*
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* Some PCjs files also attempt to load external resource files, such as character-image files,
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* ROM files, and disk image files. Those external resource files are not considered part of PCjs
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* for purposes of the GNU General Public License, and the author does not claim any copyright
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* as to their contents.
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*/
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"use strict";
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/**
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* @define {string}
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*/
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var APPCLASS = "pdp10"; // this @define is the default application class (eg, "pcx86", "c1pjs")
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/**
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* APPNAME is used more for display purposes than anything else now. APPCLASS is what matters in terms
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* of folder and file names, CSS styles, etc.
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*
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* @define {string}
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*/
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var APPNAME = "PDPjs"; // this @define is the default application name (eg, "PCx86", "C1Pjs")
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/**
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* WARNING: DEBUGGER needs to accurately reflect whether or not the Debugger component is (or will be) loaded.
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* In the compiled case, we rely on the Closure Compiler to override DEBUGGER as appropriate. When it's *false*,
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* nearly all of debugger.js will be conditionally removed by the compiler, reducing it to little more than a
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* "type skeleton", which also solves some type-related warnings we would otherwise have if we tried to remove
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* debugger.js from the compilation process altogether.
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*
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* However, when we're in "development mode" and running uncompiled code in debugger-less configurations,
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* I would like to skip loading debugger.js altogether. When doing that, we must ALSO arrange for an additional file
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* (nodebugger.js) to be loaded immediately after this file, which *explicitly* overrides DEBUGGER with *false*.
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*
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* @define {boolean}
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*/
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var DEBUGGER = true; // this @define is overridden by the Closure Compiler to remove Debugger-related support
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/*
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* Combine all the shared globals and machine-specific globals into one machine-specific global object,
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* which all machine components should start using; eg: "if (PDP10.DEBUG) ..." instead of "if (DEBUG) ...".
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*/
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var PDP10 = {
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APPCLASS: APPCLASS,
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APPNAME: APPNAME,
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APPVERSION: APPVERSION, // shared
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COMPILED: COMPILED, // shared
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CSSCLASS: CSSCLASS, // shared
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DEBUG: DEBUG, // shared
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DEBUGGER: DEBUGGER,
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MAXDEBUG: MAXDEBUG, // shared
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PRIVATE: PRIVATE, // shared
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SITEHOST: SITEHOST, // shared
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XMLVERSION: XMLVERSION, // shared
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/*
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* CPU model numbers (supported)
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*/
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MODEL_KA10: 1001,
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/*
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* This constant is used to mark points in the code where the physical address being returned
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* is invalid and should not be used.
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*
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* In a 32-bit CPU, -1 (ie, 0xffffffff) could actually be a valid address, so consider changing
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* ADDR_INVALID to NaN or null (which is also why all ADDR_INVALID tests should use strict equality
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* operators).
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*
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* The main reason I'm NOT using NaN or null now is my concern that, by mixing non-numbers
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* (specifically, values outside the range of signed 32-bit integers), performance may suffer.
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*
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* WARNING: Like many of the properties defined here, ADDR_INVALID is a common constant, which the
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* Closure Compiler will happily inline (with or without @const annotations; in fact, I've yet to
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* see a @const annotation EVER improve automatic inlining). However, if you don't make ABSOLUTELY
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* certain that this file is included BEFORE the first reference to any of these properties, that
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* automatic inlining will no longer occur.
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*/
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ADDR_INVALID: -1,
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ADDR_LIMIT: Math.pow(2, 18),
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DATA_INVALID: -1,
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DATA_LIMIT: Math.pow(2, 36),
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/*
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* Assorted common opcodes
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*/
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OPCODE: {
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INSMASK: 0o777000000000,
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ACCMASK: 0o000740000000,
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HALTMASK: 0o777740000000,
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HALT: 0o254200000000,
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INVALID: 0o777777777777 // TODO: Resolve
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},
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/*
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* Internal operation state flags
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*/
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OPFLAG: {
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IRQ_DELAY: 0x0001, // incremented until it becomes IRQ
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IRQ: 0x0002, // time to call checkInterrupts()
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IRQ_MASK: 0x0003,
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DEBUGGER: 0x0004, // set if the Debugger wants to perform checks
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WAIT: 0x0008, // WAIT operation in progress
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PRESERVE: 0x000F, // OPFLAG bits to preserve prior to the next instruction
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}
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};
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/*
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* Combine all the shared globals and machine-specific globals into one machine-specific global object,
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* which all machine components should start using; eg: "if (PDP10.DEBUGGER)" instead of "if (DEBUGGER)".
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*/
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PDP10.APPCLASS = APPCLASS;
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PDP10.APPNAME = APPNAME;
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PDP10.DEBUGGER = DEBUGGER;
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if (NODE) {
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global.APPCLASS = APPCLASS;
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global.APPNAME = APPNAME;
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global.DEBUGGER = DEBUGGER;
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global.PDP10 = PDP10;
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module.exports = PDP10;
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}
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