The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.
Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.
A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.
Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.
With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
InvalidateICache widened its search by MAX_BLOCK_INSTRUCTIONS, but
block_map_ is keyed by byte addresses - a block can span four times that
many bytes. A block longer than 0x4000 bytes starting just below the end
of the invalidated range could therefore be missed and left behind after
the code under it changed. Multiply by 4.
DestroyBlock's "invalid original address" safety check returned after
setting b->invalid but before UnlinkBlock() and the checkedEntry
poisoning, so other blocks kept jumping directly into a block the cache
had already written off. The check is there to guard the memory access
that restores the original opcode, so only guard that.
Also: codeSize is a byte count assigned from a full pointer difference,
so a block over 64KB truncated it (affecting GetAddressFromBlockPtr and
the disassembly view); widen it to u32. The RAMTOP range check missed a
block sitting exactly on the user-memory midpoint, since the RAMBOTTOM
check next to it is strict. And GetBlockDebugInfo disassembled one
instruction past the end of the block.
Co-Authored-By: Claude Opus 5 (1M context) <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
We haven't used these "threadsafe" events since we removed our first attempt
at GPU threading, so like 10 years, and maybe some experimentation in the
networking code according to some comments. It's unlikely that any
savestates that used these events would load anyway.
Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.