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.
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.
Taking the json instance as a constant reference, makes all moves into
the parameter non-functional, resulting in copies. Taking it by value
allows moves to function.
A normal user shouldn't change this, as it will slow down the emulation and can lead to bugs or crashes. The renaming is done in order to prevent users from leaving this on without a way to turn it off from the UI.
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 event should only be signaled when an output audio device gets changed. Example, Speaker to USB headset. We don't identify different devices internally yet so there's no need to signal the event yet.
DeltaFragments are only used to download and apply partial patches on a real console, and are not useful to us at all. Most patch NSPs do not include them, and when they do, it's a waste of space to install them.
InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.
Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.
Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.
Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.
Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.
This PR closes issue #2556