//***************************************************************************** // //! Sets the priority masking level //! //! \param ui32PriorityMask is the priority level that is masked. //! //! This function sets the interrupt priority masking level so that all //! interrupts at the specified or lesser priority level are masked. Masking //! interrupts can be used to globally disable a set of interrupts with //! priority below a predetermined threshold. A value of 0 disables priority //! masking. //! //! Smaller numbers correspond to higher interrupt priorities. So for example //! a priority level mask of 4 allows interrupts of priority level 0-3, //! and interrupts with a numerical priority of 4 and greater are blocked. //! //! \note The hardware priority mechanism only looks at the upper 3 bits of the //! priority level, so any prioritization must be performed in those bits. //! //! \b Example: Mask of interrupt priorities greater than or equal to 0x80. //! //! \verbatim //! // //! // Mask of interrupt priorities greater than or equal to 0x80. //! // //! IntPriorityMaskSet(0x80); //! \endverbatim //! //! \return None. // //***************************************************************************** void IntPriorityMaskSet(uint32_t ui32PriorityMask) { // // Set the priority mask. // CPUbasepriSet(ui32PriorityMask); }
//***************************************************************************** // //! Sets the priority masking level //! //! \param ulPriorityMask is the priority level that is masked. //! //! This function sets the interrupt priority masking level so that all //! interrupts at the specified or lesser priority level are masked. Masking //! interrupts can be used to globally disable a set of interrupts with //! priority below a predetermined threshold. A value of 0 disables priority //! masking. //! //! Smaller numbers correspond to higher interrupt priorities. So for example //! a priority level mask of 4 allows interrupts of priority level 0-3, //! and interrupts with a numerical priority of 4 and greater are blocked. //! //! The hardware priority mechanism only looks at the upper N bits of the //! priority level (where N is 3 for the Stellaris family), so any //! prioritization must be performed in those bits. //! //! \return None. // //***************************************************************************** void IntPriorityMaskSet(unsigned long ulPriorityMask) { CPUbasepriSet(ulPriorityMask); }