yuzu/src/core/hle/kernel/svc_wrap.h
Michael Scire 13a8fde3ad Implement MapPhysicalMemory/UnmapPhysicalMemory
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.
2019-07-07 11:45:53 -07:00

335 lines
11 KiB
C++

// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "core/arm/arm_interface.h"
#include "core/core.h"
#include "core/hle/result.h"
namespace Kernel {
static inline u64 Param(const Core::System& system, int n) {
return system.CurrentArmInterface().GetReg(n);
}
/**
* HLE a function return from the current ARM userland process
* @param system System context
* @param result Result to return
*/
static inline void FuncReturn(Core::System& system, u64 result) {
system.CurrentArmInterface().SetReg(0, result);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function wrappers that return type ResultCode
template <ResultCode func(Core::System&, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0)).raw);
}
template <ResultCode func(Core::System&, u64, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1)).raw);
}
template <ResultCode func(Core::System&, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0))).raw);
}
template <ResultCode func(Core::System&, u32, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(
system,
func(system, static_cast<u32>(Param(system, 0)), static_cast<u32>(Param(system, 1))).raw);
}
template <ResultCode func(Core::System&, u32, u64, u64, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0)), Param(system, 1),
Param(system, 2), Param(system, 3))
.raw);
}
template <ResultCode func(Core::System&, u32*)>
void SvcWrap(Core::System& system) {
u32 param = 0;
const u32 retval = func(system, &param).raw;
system.CurrentArmInterface().SetReg(1, param);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u32)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, static_cast<u32>(Param(system, 1))).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u32*)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
u32 param_2 = 0;
const u32 retval = func(system, &param_1, &param_2).raw;
auto& arm_interface = system.CurrentArmInterface();
arm_interface.SetReg(1, param_1);
arm_interface.SetReg(2, param_2);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u64)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1)).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u64, u32)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval =
func(system, &param_1, Param(system, 1), static_cast<u32>(Param(system, 2))).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u64*, u32)>
void SvcWrap(Core::System& system) {
u64 param_1 = 0;
const u32 retval = func(system, &param_1, static_cast<u32>(Param(system, 1))).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u64, s32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), static_cast<s32>(Param(system, 1))).raw);
}
template <ResultCode func(Core::System&, u64, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), static_cast<u32>(Param(system, 1))).raw);
}
template <ResultCode func(Core::System&, u64*, u64)>
void SvcWrap(Core::System& system) {
u64 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1)).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u64*, u32, u32)>
void SvcWrap(Core::System& system) {
u64 param_1 = 0;
const u32 retval = func(system, &param_1, static_cast<u32>(Param(system, 1)),
static_cast<u32>(Param(system, 2)))
.raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0)), Param(system, 1)).raw);
}
template <ResultCode func(Core::System&, u32, u32, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0)),
static_cast<u32>(Param(system, 1)), Param(system, 2))
.raw);
}
template <ResultCode func(Core::System&, u32, u32*, u64*)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
u64 param_2 = 0;
const ResultCode retval = func(system, static_cast<u32>(Param(system, 2)), &param_1, &param_2);
system.CurrentArmInterface().SetReg(1, param_1);
system.CurrentArmInterface().SetReg(2, param_2);
FuncReturn(system, retval.raw);
}
template <ResultCode func(Core::System&, u64, u64, u32, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1),
static_cast<u32>(Param(system, 2)), static_cast<u32>(Param(system, 3)))
.raw);
}
template <ResultCode func(Core::System&, u64, u64, u32, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1),
static_cast<u32>(Param(system, 2)), Param(system, 3))
.raw);
}
template <ResultCode func(Core::System&, u32, u64, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0)), Param(system, 1),
static_cast<u32>(Param(system, 2)))
.raw);
}
template <ResultCode func(Core::System&, u64, u64, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1), Param(system, 2)).raw);
}
template <ResultCode func(Core::System&, u64, u64, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(
system,
func(system, Param(system, 0), Param(system, 1), static_cast<u32>(Param(system, 2))).raw);
}
template <ResultCode func(Core::System&, u32, u64, u64, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0)), Param(system, 1),
Param(system, 2), static_cast<u32>(Param(system, 3)))
.raw);
}
template <ResultCode func(Core::System&, u32, u64, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(
system,
func(system, static_cast<u32>(Param(system, 0)), Param(system, 1), Param(system, 2)).raw);
}
template <ResultCode func(Core::System&, u32*, u64, u64, s64)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1), static_cast<u32>(Param(system, 2)),
static_cast<s64>(Param(system, 3)))
.raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u64, u64, u32, s64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1),
static_cast<u32>(Param(system, 2)), static_cast<s64>(Param(system, 3)))
.raw);
}
template <ResultCode func(Core::System&, u64*, u64, u64, u64)>
void SvcWrap(Core::System& system) {
u64 param_1 = 0;
const u32 retval =
func(system, &param_1, Param(system, 1), Param(system, 2), Param(system, 3)).raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u64, u64, u64, u32, s32)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1), Param(system, 2), Param(system, 3),
static_cast<u32>(Param(system, 4)), static_cast<s32>(Param(system, 5)))
.raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u32*, u64, u64, u32)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1), Param(system, 2),
static_cast<u32>(Param(system, 3)))
.raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, Handle*, u64, u32, u32)>
void SvcWrap(Core::System& system) {
u32 param_1 = 0;
const u32 retval = func(system, &param_1, Param(system, 1), static_cast<u32>(Param(system, 2)),
static_cast<u32>(Param(system, 3)))
.raw;
system.CurrentArmInterface().SetReg(1, param_1);
FuncReturn(system, retval);
}
template <ResultCode func(Core::System&, u64, u32, s32, s64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), static_cast<u32>(Param(system, 1)),
static_cast<s32>(Param(system, 2)), static_cast<s64>(Param(system, 3)))
.raw);
}
template <ResultCode func(Core::System&, u64, u32, s32, s32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), static_cast<u32>(Param(system, 1)),
static_cast<s32>(Param(system, 2)), static_cast<s32>(Param(system, 3)))
.raw);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function wrappers that return type u32
template <u32 func(Core::System&)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system));
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function wrappers that return type u64
template <u64 func(Core::System&)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system));
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// Function wrappers that return type void
template <void func(Core::System&)>
void SvcWrap(Core::System& system) {
func(system);
}
template <void func(Core::System&, s64)>
void SvcWrap(Core::System& system) {
func(system, static_cast<s64>(Param(system, 0)));
}
template <void func(Core::System&, u64, u64)>
void SvcWrap(Core::System& system) {
func(system, Param(system, 0), Param(system, 1));
}
template <void func(Core::System&, u64, u64, u64)>
void SvcWrap(Core::System& system) {
func(system, Param(system, 0), Param(system, 1), Param(system, 2));
}
template <void func(Core::System&, u32, u64, u64)>
void SvcWrap(Core::System& system) {
func(system, static_cast<u32>(Param(system, 0)), Param(system, 1), Param(system, 2));
}
} // namespace Kernel