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Merge pull request #11440 from JosJuice/jit64-negative-guard
Core: Allocate 2 GiB of guard pages below fastmem area
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commit
30f0051f9c
@ -104,13 +104,8 @@ void MemoryManager::Init()
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const bool wii = SConfig::GetInstance().bWii;
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const bool mmu = Core::System::GetInstance().IsMMUMode();
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bool fake_vmem = false;
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#ifndef _ARCH_32
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// If MMU is turned off in GameCube mode, turn on fake VMEM hack.
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// The fake VMEM hack's address space is above the memory space that we
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// allocate on 32bit targets, so disable it there.
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fake_vmem = !wii && !mmu;
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#endif
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const bool fake_vmem = !wii && !mmu;
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u32 mem_size = 0;
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for (PhysicalMemoryRegion& region : m_physical_regions)
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@ -164,19 +159,51 @@ void MemoryManager::Init()
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bool MemoryManager::InitFastmemArena()
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{
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#if _ARCH_32
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const size_t memory_size = 0x31000000;
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#else
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const size_t memory_size = 0x400000000;
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#endif
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m_physical_base = m_arena.ReserveMemoryRegion(memory_size);
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// Here we set up memory mappings for fastmem. The basic idea of fastmem is that we reserve 4 GiB
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// of virtual memory and lay out the addresses within that 4 GiB range just like the memory map of
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// the emulated system. This lets the JIT emulate PPC load/store instructions by translating a PPC
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// address to a host address as follows and then using a regular load/store instruction:
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//
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// RMEM = ppcState.msr.DR ? m_logical_base : m_physical_base
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// host_address = RMEM + u32(ppc_address_base + ppc_address_offset)
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//
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// If the resulting host address is backed by real memory, the memory access will simply work.
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// If not, a segfault handler will backpatch the JIT code to instead call functions in MMU.cpp.
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// This way, most memory accesses will be super fast. We do pay a performance penalty for memory
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// accesses that need special handling, but they're rare enough that it's very beneficial overall.
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//
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// Note: Jit64 (but not JitArm64) sometimes takes a shortcut when computing addresses and skips
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// the cast to u32 that you see in the pseudocode above. When this happens, ppc_address_base
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// is a 32-bit value stored in a 64-bit register (which effectively makes it behave like an
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// unsigned 32-bit value), and ppc_address_offset is a signed 32-bit integer encoded directly
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// into the load/store instruction. This can cause us to undershoot or overshoot the intended
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// 4 GiB range by at most 2 GiB in either direction. So, make sure we have 2 GiB of guard pages
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// on each side of each 4 GiB range.
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//
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// We need two 4 GiB ranges, one for PPC addresses with address translation disabled
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// (m_physical_base) and one for PPC addresses with address translation enabled (m_logical_base),
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// so our memory map ends up looking like this:
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//
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// 2 GiB guard
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// 4 GiB view for disabled address translation
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// 2 GiB guard
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// 4 GiB view for enabled address translation
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// 2 GiB guard
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if (!m_physical_base)
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constexpr size_t ppc_view_size = 0x1'0000'0000;
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constexpr size_t guard_size = 0x8000'0000;
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constexpr size_t memory_size = ppc_view_size * 2 + guard_size * 3;
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u8* fastmem_arena = m_arena.ReserveMemoryRegion(memory_size);
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if (!fastmem_arena)
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{
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PanicAlertFmt("Memory::InitFastmemArena(): Failed finding a memory base.");
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return false;
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}
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m_physical_base = fastmem_arena + guard_size;
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m_logical_base = fastmem_arena + ppc_view_size + guard_size * 2;
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for (const PhysicalMemoryRegion& region : m_physical_regions)
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{
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if (!region.active)
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@ -194,10 +221,6 @@ bool MemoryManager::InitFastmemArena()
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}
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}
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#ifndef _ARCH_32
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m_logical_base = m_physical_base + 0x200000000;
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#endif
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m_is_fastmem_arena_initialized = true;
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return true;
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}
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@ -218,8 +218,8 @@ private:
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// with address translation turned on. This mapping is computed based
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// on the BAT registers.
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//
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// Each of these 4GB regions is followed by 4GB of empty space so overflows
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// in address computation in the JIT don't access the wrong memory.
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// Each of these 4GB regions is surrounded by 2GB of empty space so overflows
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// in address computation in the JIT don't access unrelated memory.
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//
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// The neighboring mirrors of RAM ([0x02000000, 0x08000000), etc.) exist because
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// the bus masks off the bits in question for RAM accesses; using them is a
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@ -227,8 +227,6 @@ private:
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// few buggy games (notably Rogue Squadron 2) use them by accident. They
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// aren't backed by memory mappings because they are used very rarely.
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//
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// Dolphin doesn't emulate the difference between cached and uncached access.
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//
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// TODO: The actual size of RAM is 24MB; the other 8MB shouldn't be backed by actual memory.
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// TODO: Do we want to handle the mirrors of the GC RAM?
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std::array<PhysicalMemoryRegion, 4> m_physical_regions{};
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