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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>
109 lines
3.4 KiB
C++
109 lines
3.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#ifndef _WIN32
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#ifndef __SWITCH__
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#include <sys/mman.h>
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#else
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#include <switch.h>
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#endif // !__SWITCH__
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#endif
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#include <stdint.h>
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// Returns true if we need to avoid setting both writable and executable at the same time (W^X)
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bool PlatformIsWXExclusive();
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#define MEM_PROT_READ 1
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#define MEM_PROT_WRITE 2
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#define MEM_PROT_EXEC 4
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// Note that some platforms go through special contortions to allocate executable memory. So for memory
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// that's intended for execution, allocate it first using AllocateExecutableMemory, then modify protection as desired.
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// AllocateMemoryPages is simpler and more generic.
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// Note that on W^X platforms, this will return writable memory that can later be changed to executable!
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void* AllocateExecutableMemory(size_t size);
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void FreeExecutableMemory(void *ptr, size_t size);
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void* AllocateMemoryPages(size_t size, uint32_t memProtFlags);
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// Note that on platforms returning PlatformIsWXExclusive, you cannot set a page to be both readable and writable at the same time.
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bool ProtectMemoryPages(const void* ptr, size_t size, uint32_t memProtFlags);
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void FreeMemoryPages(void* ptr, size_t size);
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// Reserves address space without backing it. Accessing it faults until CommitMemoryPages
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// makes a range readable and writable (zero-filled, backed lazily). Free with FreeMemoryPages.
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void *ReserveMemoryPages(size_t size);
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bool CommitMemoryPages(void *ptr, size_t size);
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// Regular aligned memory. Don't try to apply memory protection willy-nilly to memory allocated this way as in-page alignment is unknown (though could be checked).
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// No longer asserts, will return nullptr on failure.
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// WARNING: Not necessarily malloc-compatible!
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void *AllocateAlignedMemory(size_t size, size_t alignment);
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void FreeAlignedMemory(void* ptr);
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int GetMemoryProtectPageSize();
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// A buffer that uses aligned memory. Can be useful for image processing.
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template <typename T, size_t A>
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class AlignedVector {
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public:
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AlignedVector() : buf_(0), size_(0) {}
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AlignedVector(size_t size) : buf_(0) {
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resize(size);
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}
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AlignedVector(const AlignedVector &o) : buf_(o.buf_), size_(o.size_) {}
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// Move constructor
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AlignedVector(AlignedVector &&o) noexcept : buf_(o.buf_), size_(o.size_) { o.buf_ = nullptr; o.size_ = 0; }
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~AlignedVector() {
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if (buf_ != 0) {
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FreeAlignedMemory(buf_);
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}
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}
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inline T &operator[](size_t index) {
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return buf_[index];
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}
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// Doesn't preserve contents.
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void resize(size_t size) {
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if (size_ < size) {
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if (buf_ != 0) {
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FreeAlignedMemory(buf_);
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}
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buf_ = (T *)AllocateAlignedMemory(size * sizeof(T), A);
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size_ = size;
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}
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}
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T *data() {
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return buf_;
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}
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size_t size() const {
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return size_;
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}
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private:
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T *buf_;
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size_t size_;
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};
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