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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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@ -58,6 +58,7 @@ public:
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u32 GetMainThreadStackSize() const;
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u64 GetTitleID() const;
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u64 GetFilesystemPermissions() const;
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u32 GetSystemResourceSize() const;
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const KernelCapabilityDescriptors& GetKernelCapabilities() const;
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void Print() const;
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@ -76,7 +77,8 @@ private:
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u8 reserved_3;
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u8 main_thread_priority;
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u8 main_thread_cpu;
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std::array<u8, 8> reserved_4;
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std::array<u8, 4> reserved_4;
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u32_le system_resource_size;
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u32_le process_category;
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u32_le main_stack_size;
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std::array<u8, 0x10> application_name;
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