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>
Following on from the DWARF line table: the lookup was only reachable from
hle.backtrace, the breakpoint hit object and the ImGui disassembly status bar.
Now also in
- the ImDebugger call stack (new Source column),
- the Win32 call stack (new Source column),
- the Win32 disassembly status bar, matching the ImGui one,
- the ImDisasmView right-click menu, which showed a bare address as its heading
and now leads with "mesh.zig:163 (08841f98)" when there's a line for it,
- breakpoint log lines - a log-only breakpoint's entire output is those lines,
and "BKP PC=08841f98 mesh.zig:163" reads a great deal better than an address
when you're scanning a few thousand of them,
- crash stack traces, via FormatStackTrace, which is what the crash screen and
crash reporting both use.
That last one is where it earns its keep, and it needed the invalid-jump path to
produce a stack trace at all - it was the one exec exception that didn't. It's
also the one that most deserves it: the address it jumped to tells you nothing,
the callers tell you everything. Execution has already moved to the bad address
by the time it's noticed, so a walk from pc finds no function to start from;
WalkCurrentStack takes an explicit starting pc now, and falling back to ra
recovers the chain. Reproducing the original CrossCraft bug:
CPU Jump: Invalid jump to ae870000 from PC ae870000(invalid) RA 08841f98
MIPS call stack:
rendering.mesh.Mesh(PspVertex).draw at mesh.zig:163 (08841c30+368, ...)
state.MenuState.draw at MenuState.zig:821 (0883ab90+414, ...)
engine.Engine.stepFrameInternal at State.zig:40 (08820f74+5164, ...)
utils.module._module_main_thread at engine.zig:468 (088272c4+2fb8, ...)
Fixed a pre-existing double-report while in there: every case in
Core_ExecException sent its message and then fell through to an unconditional
send of the same message, so each exec exception was logged twice. The message
is built in the switch and sent once at the end now.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
The RISC-V branch had its instruction-decode logic (including a locally
defined info struct) written directly inline in HandleFault(), unlike
the other three architectures which each delegate to a dedicated
AnalyzeLoadStore function in their disassembler file. Move it into
ext/riscv-disas.h/.cpp as RiscVAnalyzeLoadStore, matching the existing
X86AnalyzeMOV/Arm64AnalyzeLoadStore/ArmAnalyzeLoadStore pattern.
Added KernelModuleAddressDescription() (Core/HLE/sceKernelModule.cpp),
which looks up which currently loaded module (and text/data/bss/segment
section within it) an address falls in, e.g. "EBOOT.BIN.text+1234".
Wired it into:
- Core_MemoryException/Core_ExecException/Core_BreakException
(Core/Core.cpp), appended next to every address/pc/ra shown in their
log lines.
- FormatStackTrace (Core/MemFault.cpp), appended per-frame next to the
existing symbol description.
This makes crash/exception logs actionable even when there's no symbol
at the faulting address - you at least get which module and section
it's in, useful for reverse engineering unfamiliar code.
Verified live via headless: injected a MIPS break instruction at the
current PC (through Tools/wsdbg) and confirmed the log line changed from
"break instruction hit at 088040ac" to "break instruction hit at 088040ac
[sceDisplayWaitVblank Test.text+ac]".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
* 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
* Print simple stack traces to log on crashes.
* Display stack traces on crash screen
* Show the in-function offset in the printed callstacks.
* Libretro buildfix attempt
Might theoretically help in tracking some things down.
Not fully utilized yet, the fault handler needs to extract the
information from the faulting instruction. But we can use it for
GetPointerRange etc.