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Implement MapPhysicalMemory/UnmapPhysicalMemory
This implements svcMapPhysicalMemory/svcUnmapPhysicalMemory for Yuzu, which can be used to map memory at a desired address by games since 3.0.0. It also properly parses SystemResourceSize from NPDM, and makes information available via svcGetInfo. This is needed for games like Super Smash Bros. and Diablo 3 -- this PR's implementation does not run into the "ASCII reads" issue mentioned in the comments of #2626, which was caused by the following bugs in Yuzu's memory management that this PR also addresses: * Yuzu's memory coalescing does not properly merge blocks. This results in a polluted address space/svcQueryMemory results that would be impossible to replicate on hardware, which can lead to game code making the wrong assumptions about memory layout. * This implements better merging for AllocatedMemoryBlocks. * Yuzu's implementation of svcMirrorMemory unprotected the entire virtual memory range containing the range being mirrored. This could lead to games attempting to map data at that unprotected range/attempting to access that range after yuzu improperly unmapped it. * This PR fixes it by simply calling ReprotectRange instead of Reprotect.
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@ -349,7 +349,8 @@ public:
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* @param state MemoryState tag to attach to the VMA.
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*/
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ResultVal<VMAHandle> MapMemoryBlock(VAddr target, std::shared_ptr<std::vector<u8>> block,
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std::size_t offset, u64 size, MemoryState state);
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std::size_t offset, u64 size, MemoryState state,
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VMAPermission perm = VMAPermission::ReadWrite);
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/**
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* Maps an unmanaged host memory pointer at a given address.
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@ -450,6 +451,34 @@ public:
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///
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ResultVal<VAddr> SetHeapSize(u64 size);
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/// Maps memory at a given address.
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///
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/// @param addr The virtual address to map memory at.
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/// @param size The amount of memory to map.
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///
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/// @note The destination address must lie within the Map region.
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///
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/// @note This function requires SystemResourceSize is non-zero,
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/// however, this is just because if it were not then the
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/// resulting page tables could be exploited on hardware by
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/// a malicious program. SystemResource usage does not need
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/// to be explicitly checked or updated here.
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ResultCode MapPhysicalMemory(VAddr target, u64 size);
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/// Unmaps memory at a given address.
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///
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/// @param addr The virtual address to unmap memory at.
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/// @param size The amount of memory to unmap.
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///
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/// @note The destination address must lie within the Map region.
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///
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/// @note This function requires SystemResourceSize is non-zero,
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/// however, this is just because if it were not then the
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/// resulting page tables could be exploited on hardware by
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/// a malicious program. SystemResource usage does not need
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/// to be explicitly checked or updated here.
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ResultCode UnmapPhysicalMemory(VAddr target, u64 size);
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/// Maps a region of memory as code memory.
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///
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/// @param dst_address The base address of the region to create the aliasing memory region.
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@ -657,6 +686,11 @@ private:
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*/
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VMAIter MergeAdjacent(VMAIter vma);
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/**
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* Merges two adjacent VMAs.
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*/
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void MergeAdjacentVMA(VirtualMemoryArea& left, const VirtualMemoryArea& right);
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/// Updates the pages corresponding to this VMA so they match the VMA's attributes.
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void UpdatePageTableForVMA(const VirtualMemoryArea& vma);
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@ -742,6 +776,11 @@ private:
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// end of the range. This is essentially 'base_address + current_size'.
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VAddr heap_end = 0;
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// The current amount of memory mapped via MapPhysicalMemory.
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// This is used here (and in Nintendo's kernel) only for debugging, and does not impact
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// any behavior.
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u64 physical_memory_mapped = 0;
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Core::System& system;
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};
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} // namespace Kernel
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