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.
This commit is contained in:
Michael Scire
2019-07-07 09:42:54 -07:00
parent 9e689a81f8
commit 13a8fde3ad
8 changed files with 475 additions and 21 deletions

View File

@ -32,6 +32,11 @@ void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0)).raw);
}
template <ResultCode func(Core::System&, u64, u64)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, Param(system, 0), Param(system, 1)).raw);
}
template <ResultCode func(Core::System&, u32)>
void SvcWrap(Core::System& system) {
FuncReturn(system, func(system, static_cast<u32>(Param(system, 0))).raw);