On iOS, the base search stepped up from 0x100000000 in 8MB increments,
right through the app's binary and early heap: about 100 failed
vm_remaps (each logged twice) every time a game started. On macOS,
Find4GBBase freed its probe allocation before the views were mapped.
Now the kernel picks a free range of exactly the span the views need,
which stays reserved and inaccessible, and the views are mapped over it
with VM_FLAGS_OVERWRITE. One try, no race, and the gaps between views
fault. Unmasked (macOS), ask for 4GB alignment first, which lets the
ARM64 JIT pointerify. The old search remains as a fallback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.