* Add configurable extra memory
* lowercase getter and setter
* Refactor memory setup to configure maximum memory limits at runtime
* sir clang offnir, the all-formatting
* Correctly update BackingSize on W*ndows too
* small format change
* remove total_memory_to_use from the header
* i have no idea how to name this commit
"addressing review comments" is a good name i guess
* Do not include extraDmem in the general config
* Fix flag handling on Windows
Fixes a weird homebrew kalaposfos made
* Fix backing protects
Windows requires that protections on areas committed through MapViewOfFile functions are less than the original mapping.
The best way to make sure everything works is to VirtualProtect the code area with the requested protection instead of applying prot directly.
* Fix error code for sceKernelMapDirectMemory2
Real hardware returns EINVAL instead of EACCES here
* Fix prot setting in ProtectBytes
* Handle some extra protection-related edge cases.
Real hardware treats read and write as separate perms, but appends read if you call with write-only (this is visible in VirtualQuery calls)
Additionally, execute permissions are ignored when protecting dmem mappings.
* Properly handle exec permission behavior for memory pools
Calling sceKernelMemoryPoolCommit with executable permissions returns EINVAL, mprotect on pooled mappings ignores the exec protection.
* Clang
* Allow execution protection for direct memory
Further hardware tests show that the dmem area is actually executable, this permission is just hidden from the end user.
* Clang
* More descriptive assert message
* Align address and size in mmap
Like most POSIX functions, mmap aligns address down to the nearest page boundary, and aligns address up to the nearest page boundary.
Since mmap is the only memory mapping function that doesn't error early on misaligned length or size, handle the alignment in the libkernel code.
* Clang
* Fix valid flags
After changing the value, games that specify just CpuWrite would hit the error return.
* Fix prot conversion functions
The True(bool) function returns true whenever value is greater than 0. While this rarely manifested before because of our wrongly defined CpuReadWrite prot, it's now causing trouble with the corrected values.
Technically this could've also caused trouble with games mapping GpuRead permissions, but that seems to be a rare enough use case that I guess it never happened?
I've also added a warning for the case where `write & !read`, since we don't properly handle write-only permissions, and I'm not entirely sure what it would take to deal with that.
* Fix some lingering dmem issues
ReleaseDirectMemory was always unmapping with the size parameter, which could cause it to unmap too much. Since multiple mappings can reference the same dmem area, I've calculated how much of each VMA we're supposed to unmap.
Additionally, I've adjusted the logic for carving out the free dmem area to properly work if ReleaseDirectMemory is called over multiple dmem areas.
Finally, I've patched a bug with my code in UnmapMemory.
* Remove mapped dmem type
Since physical addresses can be mapped multiple times, tracking mapped pages is not necessary.
This also allows me to significantly simplify the MapMemory physical address validation logic.
* Proper implementation for sceKernelMtypeprotect
I've rewritten SetDirectMemoryType to use virtual addresses instead of physical addresses, allowing it to be used in sceKernelMtypeprotect.
To accommodate this change, I've also moved address and size alignment out of MemoryManager::Protect
* Apply memory type in sceKernelMemoryPoolCommit
* Organization
Some potentially important missing mutexes, removed some unnecessary mutexes, moved some mutexes after early error returns, and updated copyright dates
* Iterator logic cleanup
Missing end check in ClampRangeSize, and adjusted VirtualQuery and DirectMemoryQuery.
* Clang
* Adjustments
* Properly account for behavior differences in MapDirectMemory2
Undid the changes to direct memory areas, added more robust logic for changing dma types, and fixed DirectMemoryQuery to return hardware-accurate direct memory information in cases where dmas split here, but not on real hardware.
I've also changed MapMemory's is_exec flag to a validate_dmem flag, used to handle alternate behavior in MapDirectMemory2. is_exec is now determined by the use of MemoryProt::CpuExec instead.
* Clang
* Add execute permissions to physical backing
Needed for executable mappings to work properly on Windows, fixes regression in RE2 with prior commit.
* Minor variable cleanup
* Update memory.h
* Prohibit direct memory mappings with exec protections
Did a quick hardware test to confirm, only seems to be prohibited for dmem mappings though.
* Update memory.cpp
* Fix isDevKit
Previously, isDevKit could increase the physical memory used above the length we reserve in the backing file.
* Physical backing for flexible allocations
I took the simple approach here, creating a separate map for flexible allocations and pretty much just copying over the logic used in the direct memory map.
* Various fixups
* Fix mistake #1
* Assert + clang
* Fix 2
* Clang
* Fix CanMergeWith
Validate physical base for flexible mappings
* Clang
* Physical backing for pooled memory
* Allow VMA splitting in NameVirtualRange
This should be safe, since with the changes in this PR, the only issues that come from discrepancies between address space and vma_map are issues related to vmas being larger than address space mappings. NameVirtualRange will only ever shrink VMAs by naming part of one.
* Fix
* Fix NameVirtualRange
* Revert NameVirtualRange changes
Seems like it doesn't play nice for Windows
* Clean up isDevKit logic
We already log both isNeo and isDevKit in Emulator::Run, so the additional logging in MemoryManager::SetupMemoryRegions isn't really necessary.
I've also added a separate constant for non-pro devkit memory, as suggested.
Finally I've changed a couple constants to use the ORBIS prefix we generally follow here, instead of the SCE prefix.
* Erase flexible memory contents from physical memory on unmap
Flexible memory should not be preserved on unmap, so erase flexible contents from the physical backing when unmapping.
* Expand flexible memory map
Some games will end up fragmenting the physical backing space used for flexible memory. To reduce the frequency of this happening under normal circumstances, allocate the entirety of the remaining physical backing to the flexible memory map.
This is effectively a workaround to the problem, but at the moment I think this should suffice.
* Clang
* libkernel: Cleanup some function places
* kernel: Refactor thread functions
* kernel: It builds
* kernel: Fix a bunch of bugs, kernel thread heap
* kernel: File cleanup pt1
* File cleanup pt2
* File cleanup pt3
* File cleanup pt4
* kernel: Add missing funcs
* kernel: Add basic exceptions for linux
* gnmdriver: Add workload functions
* kernel: Fix new pthreads code on macOS. (#1441)
* kernel: Downgrade edeadlk to log
* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload
* exception: Add context register population for macOS. (#1444)
* kernel: Pthread rewrite touchups for Windows
* kernel: Multiplatform thread implementation
* mutex: Remove spamming log
* pthread_spec: Make assert into a log
* pthread_spec: Zero initialize array
* Attempt to fix non-Windows builds
* hotfix: change incorrect NID for scePthreadAttrSetaffinity
* scePthreadAttrSetaffinity implementation
* Attempt to fix Linux
* windows: Address a bunch of address space problems
* address_space: Fix unmap of region surrounded by placeholders
* libs: Reduce logging
* pthread: Implement condvar with waitable atomics and sleepqueue
* sleepq: Separate and make faster
* time: Remove delay execution
* Causes high cpu usage in Tohou Luna Nights
* kernel: Cleanup files again
* pthread: Add missing include
* semaphore: Use binary_semaphore instead of condvar
* Seems more reliable
* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`
* libraries/kernel: implement `scePthreadSetPrio`
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
* Implement `sceKernelFtruncate` and `sceKernelUnlink`.
* Remove unused variable.
* Implement `sceKernelReserveVirtualRange`, misc fixes
* Fix `sceKernelReserveVirtualRange`.
* Add TODO on reserve
* Replace comment with assert.
* Add missing copyright header
* Add `UNREACHABLE` for `IOFile::Unlink`.
* Move NT API initialization out of the header
* Fix bug where files were always mapped as read only.
* `clang-format`
* tls: Actaully fix TLS on linux
* emulator: Remove nptoolkit
* Not quite supported yet, makes games misbehave
* kernel: Back to SCHED_OTHER
* kernel: Remove unused signal function
* address_space: Fix Unmap call on linux
* clang format
* video_core: Add a few missed things
* libkernel: More proper memory mapped files
* memory: Fix tessellation buffer mapping
* Cuphead work
* sceKernelPollSema fix
* clang format
* fixed ngs2 lle loading and rtc lib
* draft pthreads keys implementation
* fixed return codes
* return error code if sceKernelLoadStartModule module is invalid
* re-enabled system modules and disable debug in libs.h
* Improve linux support
* fix windows build
* kernel: Rework keys
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* core: Split module code from linker
* linker: Properly implement thread local storage
* kernel: Fix a few memory functions
* kernel: Implement module loading
* Now it's easy to do anyway with new module rework