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yuzu-android
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address review commentary

This commit is contained in:
Michael Scire 2019-07-07 11:48:11 -07:00
parent 13a8fde3ad
commit 1689784c19
5 changed files with 42 additions and 36 deletions

View File

@ -129,20 +129,16 @@ u64 Process::GetTotalPhysicalMemoryAvailable() const {
return vm_manager.GetTotalPhysicalMemoryAvailable();
}
u64 Process::GetTotalPhysicalMemoryAvailableWithoutMmHeap() const {
// TODO: Subtract the personal heap size from this when the
// personal heap is implemented.
return GetTotalPhysicalMemoryAvailable();
u64 Process::GetTotalPhysicalMemoryAvailableWithoutSystemResource() const {
return GetTotalPhysicalMemoryAvailable() - GetSystemResourceSize();
}
u64 Process::GetTotalPhysicalMemoryUsed() const {
return vm_manager.GetCurrentHeapSize() + main_thread_stack_size + code_memory_size;
return vm_manager.GetCurrentHeapSize() + main_thread_stack_size + code_memory_size + GetSystemResourceUsage();
}
u64 Process::GetTotalPhysicalMemoryUsedWithoutMmHeap() const {
// TODO: Subtract the personal heap size from this when the
// personal heap is implemented.
return GetTotalPhysicalMemoryUsed();
u64 Process::GetTotalPhysicalMemoryUsedWithoutSystemResource() const {
return GetTotalPhysicalMemoryUsed() - GetSystemResourceUsage();
}
void Process::RegisterThread(const Thread* thread) {

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@ -173,6 +173,21 @@ public:
return system_resource_size;
}
/// Gets the amount of secure memory currently in use for memory management.
u32 GetSystemResourceUsage() const {
// On hardware, this returns the amount of system resource memory that has
// been used by the kernel. This is problematic for Yuzu to emulate, because
// system resource memory is used for page tables -- and yuzu doesn't really
// have a way to calculate how much memory is required for page tables for
// the current process at any given time.
// TODO: Is this even worth implementing? Games may retrieve this value via
// an SDK function that gets used + available system resource size for debug
// or diagnostic purposes. However, it seems unlikely that a game would make
// decisions based on how much system memory is dedicated to its page tables.
// Is returning a value other than zero wise?
return 0;
}
/// Whether this process is an AArch64 or AArch32 process.
bool Is64BitProcess() const {
return is_64bit_process;
@ -197,15 +212,15 @@ public:
u64 GetTotalPhysicalMemoryAvailable() const;
/// Retrieves the total physical memory available to this process in bytes,
/// without the size of the personal heap added to it.
u64 GetTotalPhysicalMemoryAvailableWithoutMmHeap() const;
/// without the size of the personal system resource heap added to it.
u64 GetTotalPhysicalMemoryAvailableWithoutSystemResource() const;
/// Retrieves the total physical memory used by this process in bytes.
u64 GetTotalPhysicalMemoryUsed() const;
/// Retrieves the total physical memory used by this process in bytes,
/// without the size of the personal heap added to it.
u64 GetTotalPhysicalMemoryUsedWithoutMmHeap() const;
/// without the size of the personal system resource heap added to it.
u64 GetTotalPhysicalMemoryUsedWithoutSystemResource() const;
/// Gets the list of all threads created with this process as their owner.
const std::list<const Thread*>& GetThreadList() const {

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@ -737,8 +737,8 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
// 5.0.0+
UserExceptionContextAddr = 20,
// 6.0.0+
TotalPhysicalMemoryAvailableWithoutMmHeap = 21,
TotalPhysicalMemoryUsedWithoutMmHeap = 22,
TotalPhysicalMemoryAvailableWithoutSystemResource = 21,
TotalPhysicalMemoryUsedWithoutSystemResource = 22,
};
const auto info_id_type = static_cast<GetInfoType>(info_id);
@ -760,8 +760,8 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
case GetInfoType::SystemResourceUsage:
case GetInfoType::TitleId:
case GetInfoType::UserExceptionContextAddr:
case GetInfoType::TotalPhysicalMemoryAvailableWithoutMmHeap:
case GetInfoType::TotalPhysicalMemoryUsedWithoutMmHeap: {
case GetInfoType::TotalPhysicalMemoryAvailableWithoutSystemResource:
case GetInfoType::TotalPhysicalMemoryUsedWithoutSystemResource: {
if (info_sub_id != 0) {
return ERR_INVALID_ENUM_VALUE;
}
@ -827,17 +827,9 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
return RESULT_SUCCESS;
case GetInfoType::SystemResourceUsage:
// On hardware, this returns the amount of system resource memory that has
// been used by the kernel. This is problematic for Yuzu to emulate, because
// system resource memory is used for page tables -- and yuzu doesn't really
// have a way to calculate how much memory is required for page tables for
// the current process at any given time.
// TODO: Is this even worth implementing? No game should ever use it, since
// the amount of remaining page table space should never be relevant except
// for diagnostics. Is returning a value other than zero wise?
LOG_WARNING(Kernel_SVC,
"(STUBBED) Attempted to query system resource usage, returned 0");
*result = 0;
"(STUBBED) Attempted to query system resource usage");
*result = process->GetSystemResourceUsage();
return RESULT_SUCCESS;
case GetInfoType::TitleId:
@ -850,12 +842,12 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
*result = 0;
return RESULT_SUCCESS;
case GetInfoType::TotalPhysicalMemoryAvailableWithoutMmHeap:
*result = process->GetTotalPhysicalMemoryAvailable();
case GetInfoType::TotalPhysicalMemoryAvailableWithoutSystemResource:
*result = process->GetTotalPhysicalMemoryAvailableWithoutSystemResource();
return RESULT_SUCCESS;
case GetInfoType::TotalPhysicalMemoryUsedWithoutMmHeap:
*result = process->GetTotalPhysicalMemoryUsedWithoutMmHeap();
case GetInfoType::TotalPhysicalMemoryUsedWithoutSystemResource:
*result = process->GetTotalPhysicalMemoryUsedWithoutSystemResource();
return RESULT_SUCCESS;
default:
@ -984,7 +976,7 @@ static ResultCode MapPhysicalMemory(Core::System& system, VAddr addr, u64 size)
return ERR_INVALID_MEMORY_RANGE;
}
auto* const current_process = Core::CurrentProcess();
Process* const current_process = system.Kernel().CurrentProcess();
auto& vm_manager = current_process->VMManager();
if (current_process->GetSystemResourceSize() == 0) {
@ -1024,7 +1016,7 @@ static ResultCode UnmapPhysicalMemory(Core::System& system, VAddr addr, u64 size
return ERR_INVALID_MEMORY_RANGE;
}
auto* const current_process = Core::CurrentProcess();
Process* const current_process = system.Kernel().CurrentProcess();
auto& vm_manager = current_process->VMManager();
if (current_process->GetSystemResourceSize() == 0) {

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@ -349,7 +349,7 @@ ResultCode VMManager::MapPhysicalMemory(VAddr target, u64 size) {
}
// Check that we can map the memory we want.
const auto res_limit = Core::CurrentProcess()->GetResourceLimit();
const auto res_limit = system.CurrentProcess()->GetResourceLimit();
const u64 physmem_remaining = res_limit->GetMaxResourceValue(ResourceType::PhysicalMemory) -
res_limit->GetCurrentResourceValue(ResourceType::PhysicalMemory);
if (physmem_remaining < (size - mapped_size)) {
@ -558,6 +558,9 @@ ResultCode VMManager::UnmapPhysicalMemory(VAddr target, u64 size) {
}
}
// Update mapped amount
physical_memory_mapped -= mapped_size;
return RESULT_SUCCESS;
}

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@ -458,7 +458,7 @@ public:
///
/// @note The destination address must lie within the Map region.
///
/// @note This function requires SystemResourceSize is non-zero,
/// @note This function requires that SystemResourceSize be non-zero,
/// however, this is just because if it were not then the
/// resulting page tables could be exploited on hardware by
/// a malicious program. SystemResource usage does not need
@ -472,7 +472,7 @@ public:
///
/// @note The destination address must lie within the Map region.
///
/// @note This function requires SystemResourceSize is non-zero,
/// @note This function requires that SystemResourceSize be non-zero,
/// however, this is just because if it were not then the
/// resulting page tables could be exploited on hardware by
/// a malicious program. SystemResource usage does not need