This only encourages the use of the global system instance (which will
be phased out long-term). Instead, we use the direct system function
call directly to remove the appealing but discouraged short-hand.
If an unmapping operation fails, we shouldn't be decrementing the amount
of memory mapped and returning that the operation was successful. We
should actually be returning the error code in this case.
Avoids potentially expensive (depending on the size of the memory block)
allocations by reserving the necessary memory before performing both
insertions. This avoids scenarios where the second insert may cause a
reallocation to occur.
Avoids needing to read the same long sequence of code in both code
paths. Also makes it slightly nicer to read and debug, as the locals
will be able to be shown in the debugger.
This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
This was initially necessary when AArch64 JIT emulation was in its
infancy and all memory-related instructions weren't implemented.
Given the JIT now has all of these facilities implemented, we can remove
these functions from the CPU interface.
Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
This sets the DeviceMapped attribute for GPU-mapped memory blocks,
and prevents merging device mapped blocks. This prevents memory
mapped from the gpu from having its backing address changed by
block coalesce.
This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu,
which can be used to map memory at a desired address by games since
3.0.0.
It also properly parses SystemResourceSize from NPDM, and makes
information available via svcGetInfo.
This is needed for games like Super Smash Bros. and Diablo 3 -- this
PR's implementation does not run into the "ASCII reads" issue mentioned
in the comments of #2626, which was caused by the following bugs in
Yuzu's memory management that this PR also addresses:
* Yuzu's memory coalescing does not properly merge blocks. This results
in a polluted address space/svcQueryMemory results that would be
impossible to replicate on hardware, which can lead to game code making
the wrong assumptions about memory layout.
* This implements better merging for AllocatedMemoryBlocks.
* Yuzu's implementation of svcMirrorMemory unprotected the entire
virtual memory range containing the range being mirrored. This could
lead to games attempting to map data at that unprotected
range/attempting to access that range after yuzu improperly unmapped
it.
* This PR fixes it by simply calling ReprotectRange instead of
Reprotect.
Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
Provides a more accurate name for the memory region and also
disambiguates between the map and new map regions of memory, making it
easier to understand.
Handles the placement of the stack a little nicer compared to the
previous code, which was off in a few ways. e.g.
The stack (new map) region, shouldn't be the width of the entire address
space if the size of the region calculation ends up being zero. It
should be placed at the same location as the TLS IO region and also have
the same size.
In the event the TLS IO region contains a size of zero, we should also
be doing the same thing. This fixes our memory layout a little bit and
also resolves some cases where assertions can trigger due to the memory
layout being incorrect.
Extracts out all of the thread local storage management from thread
instances themselves and makes the owning process handle the management
of the memory. This brings the memory management slightly more in line
with how the kernel handles these allocations.
Furthermore, this also makes the TLS page management a little more
readable compared to the lingering implementation that was carried over
from Citra.
This will be necessary for making our TLS slot management slightly more
straightforward. This can also be utilized for other purposes in the
future.
We can implement the existing simpler overload in terms of this one
anyways, we just pass the beginning and end of the ASLR region as the
boundaries.
The old implementation had faulty Threadsafe methods where events could
be missing. This implementation unifies unsafe/safe methods and makes
core timing thread safe overall.
This is performing more work than would otherwise be necessary during
VMManager's destruction. All we actually want to occur in this scenario
is for any allocated memory to be freed, which will happen automatically
as the VMManager instance goes out of scope.
Anything else being done is simply unnecessary work.
Given we don't currently implement the personal heap yet, the existing
memory querying functions are essentially doing what the memory querying
types introduced in 6.0.0 do.
So, we can build the necessary machinery over the top of those and just
use them as part of info types.