Loading include/qemu/bswap.h +50 −1 Original line number Diff line number Diff line Loading @@ -226,6 +226,8 @@ static inline uint32_t qemu_bswap_len(uint32_t value, int len) return bswap32(value) >> (32 - 8 * len); } /* Unions for reinterpreting between floats and integers. */ typedef union { float32 f; uint32_t l; Loading Loading @@ -309,7 +311,7 @@ typedef union { * q: 64 bits * * endian is: * (empty): 8 bit access * (empty): host endian * be : big endian * le : little endian */ Loading @@ -328,6 +330,53 @@ static inline void stb_p(void *ptr, int v) *(uint8_t *)ptr = v; } /* Any compiler worth its salt will turn these memcpy into native unaligned operations. Thus we don't need to play games with packed attributes, or inline byte-by-byte stores. */ static inline int lduw_p(const void *ptr) { uint16_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline int ldsw_p(const void *ptr) { int16_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stw_p(void *ptr, uint16_t v) { memcpy(ptr, &v, sizeof(v)); } static inline int ldl_p(const void *ptr) { int32_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stl_p(void *ptr, uint32_t v) { memcpy(ptr, &v, sizeof(v)); } static inline uint64_t ldq_p(const void *ptr) { uint64_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stq_p(void *ptr, uint64_t v) { memcpy(ptr, &v, sizeof(v)); } /* NOTE: on arm, putting 2 in /proc/sys/debug/alignment so that the kernel handles unaligned load/stores may give better results, but it is a system wide setting : bad */ Loading Loading
include/qemu/bswap.h +50 −1 Original line number Diff line number Diff line Loading @@ -226,6 +226,8 @@ static inline uint32_t qemu_bswap_len(uint32_t value, int len) return bswap32(value) >> (32 - 8 * len); } /* Unions for reinterpreting between floats and integers. */ typedef union { float32 f; uint32_t l; Loading Loading @@ -309,7 +311,7 @@ typedef union { * q: 64 bits * * endian is: * (empty): 8 bit access * (empty): host endian * be : big endian * le : little endian */ Loading @@ -328,6 +330,53 @@ static inline void stb_p(void *ptr, int v) *(uint8_t *)ptr = v; } /* Any compiler worth its salt will turn these memcpy into native unaligned operations. Thus we don't need to play games with packed attributes, or inline byte-by-byte stores. */ static inline int lduw_p(const void *ptr) { uint16_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline int ldsw_p(const void *ptr) { int16_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stw_p(void *ptr, uint16_t v) { memcpy(ptr, &v, sizeof(v)); } static inline int ldl_p(const void *ptr) { int32_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stl_p(void *ptr, uint32_t v) { memcpy(ptr, &v, sizeof(v)); } static inline uint64_t ldq_p(const void *ptr) { uint64_t r; memcpy(&r, ptr, sizeof(r)); return r; } static inline void stq_p(void *ptr, uint64_t v) { memcpy(ptr, &v, sizeof(v)); } /* NOTE: on arm, putting 2 in /proc/sys/debug/alignment so that the kernel handles unaligned load/stores may give better results, but it is a system wide setting : bad */ Loading