Files
SplitBit-Emulator/Programs/testPrograms/serviceReturnTest.asm
T
Anachronaut c8c9f0b363 SRET: a handler answers the way a subroutine does
CALL saves A, B and Data Pointers 0 to 2 and nothing else, which is exactly
why Q and DP3 are how a subroutine hands something back. An interrupt saves
all of it, so a service with an answer had to reach into its own frame and
un-save two fields by hand:

  MVSD.2
  DPUP.2 0d02           ; the saved Q, by an offset it had to know
  STA.2
  RETI

Thirty places in CosmOS did that. Every one knew the frame's layout by
heart, and all thirty would have gone quietly wrong the day the frame
gained a field - the same duplicated fact this project keeps being bitten
by, except duplicated into thirty places AND into the CPU.

SRET is 0x76, in the seat the block split left for it. It is RETI's frame
with RET's rule applied: A, B and DP0 to DP2 come back, the saved Q and DP3
are dropped, and the Interrupt Flag is restored from the frame - only that
bit, so carry survives a service the way it survives a call, and there is
one rule rather than two. RETI stays exactly as it was: a hardware handler
has nothing to say and must leave no trace.

CosmOS is 10,969 bytes against 11,122, and no handler knows a frame offset.

TWO MISTAKES WORTH RECORDING, both mine, both caught by tests.

The first conversion matched STA.2 with a regular expression that did not
allow a trailing comment, so it ran past the end of one handler and into
the next. The second understood the pattern and still got it wrong: the old
frame write carried the answer from A into the saved Q slot, so simply
deleting the write left Q holding whatever it happened to hold. Services
that answer by calling something were fine - Q already had it - and
services that set A directly silently reported success for every failure.
cosmosCwd is what noticed, by saying "cannot go there" about a directory
that was there. Sixteen handlers move the answer into Q now.

Seven MVQA went with it. They copied Q into A so the frame write could
carry it; SRET puts A back, so they moved a value nobody would ever read.
2026-08-27 18:18:36 -04:00

190 lines
5.3 KiB
NASM

; A software interrupt handing something back.
;
; RETI restores every register from the frame, which is what makes an interrupt safe to
; arrive at an arbitrary moment: the interrupted code cannot tell it happened. A SERVICE is
; not arbitrary - it was asked for - and the same rule means it has no way to answer.
;
; So a service that has something to say writes it INTO ITS OWN FRAME, over the saved
; register, and lets RETI put it back. MVSD is what makes the frame reachable: it copies
; the Stack Pointer into a Data Pointer, and the frame sits just above it.
;
; +1 Status +5 DP3 high +9 DP1 high +13 resume high
; +2 Q +6 DP3 low +10 DP1 low +14 resume low
; +3 A +7 DP2 high +11 DP0 high
; +4 B +8 DP2 low +12 DP0 low
;
; WHICH REGISTERS A SERVICE MAY ANSWER IN is a convention rather than a rule, and it is the
; same one CALL already has: Q and DP3. A subroutine cannot hand back A, B or DP0 to DP2
; because RET puts them back; a service could write over any of them, and should not, for
; exactly the reason the first list exists. A caller expects what it kept to still be there.
;
; ONLY THE HANDLER ITSELF CAN DO THIS. The offsets are from where the Stack Pointer is, and
; a CALL moves it by ten. A routine called by a handler that tried this would be writing
; into its own return address.
;
; Correct output is:
; quiet: 7 a service that says nothing leaves Q as it found it
; answer: 42 one that does, does not
; pointer: ABC and DP3 comes back the same way
; sret: 42 and SRET says the same thing without touching the frame
; sretptr: ABC for a pointer too
; sretkept: 7 while everything a RET would restore still comes back
;
; ---- The frame editing above is what SRET exists to replace ----
;
; Everything between MVSD and RETI in "answer" and "pointer" is a routine reaching into its
; own frame to un-save two fields, using offsets it has to know by heart. Thirty places in
; CosmOS did that, and all thirty would have gone quietly wrong the day the frame gained a
; field. SRET is the same instruction sequence as RETI with the saved Q and DP3 stepped
; over instead of restored, so a handler answers the way a subroutine does and nothing
; below has to know what a frame looks like.
;
; Both are kept here on purpose. RETI is still how a HARDWARE handler says it was never
; there, and a service that has nothing to say should still use it.
#Include console.asm
#Program
start:
; Something recognisable in Q, so that a service leaving it alone is visible.
INIA 0d7
RSTB
CCF
ADD
SETD.0 QuietText
CALL printString
SWI quiet
MVQA
CALL printByteDecimal
CALL newLine
SETD.0 AnswerText
CALL printString
SWI answer
MVQA
CALL printByteDecimal
CALL newLine
SETD.0 PointerText
CALL printString
SWI pointer
PSHD.3
POPD.0
CALL printString
CALL newLine
; ---- And the same three answers, given with SRET instead ----
SETD.0 SretText
CALL printString
SWI sretAnswer
MVQA
CALL printByteDecimal
CALL newLine
SETD.0 SretPtrText
CALL printString
SWI sretPointer
PSHD.3
POPD.0
CALL printString
CALL newLine
; What SRET must still put back. A handler that trampled A, B and DP0 to DP2 would break
; every caller, which is exactly why RET restores them - so SRET does too, and the number
; printed here is the caller's own, loaded before the service was asked for anything.
INIA 0d7
RSTB
CCF
ADD ; Q is the caller's seven,
SETD.0 SretKeptText ; and DP0 names the label, BEFORE the service is asked.
SWI sretTrample
; Printed after the call rather than before it, which is the whole of the check: the
; handler pointed DP0 somewhere else, so this says "sretkept" only if SRET brought the
; caller's own pointer back. Printing first would have tested nothing at all.
CALL printString
MVQA
CALL printByteDecimal
CALL newLine
HALT
; Says nothing, so whatever the caller had in Q is still there afterwards.
quiet:
INIA 0d99
RSTB
CCF
ADD ; Q is 99 in here, and nobody outside will ever know.
RETI
answer:
INIA 0d42
MVSD.1
DPUP.1 0d02 ; The saved Q.
STA.1
RETI
pointer:
SETD.0 Letters
MVSD.1
DPUP.1 0d05 ; The saved DP3, high byte first the way everything is stored.
PSHD.0
POPA ; The low half comes off the Stack first.
POPB
STB.1
INCD.1
STA.1
RETI
; ---- The same answers, without the frame ----
;
; Q and DP3 are set the way any subroutine sets them, and SRET leaves them alone. There is
; no MVSD, no offset, and nothing here that would need revisiting if the frame changed.
sretAnswer:
INIA 0d42
RSTB
CCF
ADD
SRET
sretPointer:
SETD.3 Letters
SRET
; Sets everything a RET would restore to something wrong, to show that SRET restores it.
; If any of these came back, the caller's 7 would not.
sretTrample:
INIA 0d99
INIB 0d98
SETD.0 Letters
SETD.1 Letters
SETD.2 Letters
SRET
#Data
QuietText:
"quiet: "
AnswerText:
"answer: "
PointerText:
"pointer: "
SretText:
"sret: "
SretPtrText:
"sretptr: "
SretKeptText:
"sretkept: "
Letters:
"ABC"
#Vectors
Boot start
quiet quiet
answer answer
pointer pointer
sretAnswer sretAnswer
sretPointer sretPointer
sretTrample sretTrample