| Commit message (Collapse) | Author | Files | Lines |
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This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host
Timing, Reworks the Kernel's Scheduler, Introduce Idle State and
Suspended State, Recreates the bootmanager, Initializes Multicore
system.
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GetTotalPhysicalMemoryAvailableWithoutSystemResource & GetTotalPhysicalMemoryUsedWithoutSystemResource seem to subtract the resource size from the usage.
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- helpful to disambiguate Kernel::Memory namespace.
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module._memory was already moved over to a new shared_ptr.
So code_memory_size was not increased at all.
This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB.
This fixes a regression of c0a01f3adc466d07fc27020048e82cca60988970
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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This commit ensures cond var threads act exactly as they do in the real
console. The original implementation uses an RBTree and the behavior of
cond var threads is that at the same priority level they act like a
FIFO.
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This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
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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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Prior to execution within a process beginning, the process establishes
its own TLS region for uses (as far as I can tell) related to exception
handling.
Now that TLS creation was decoupled from threads themselves, we can add
this behavior to our Process class. This is also good, as it allows us
to remove a stub within svcGetInfo, namely querying the address of that
region.
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Keeps this particular set of behavior isolated to its own function.
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Extracts out all of the thread local storage management from thread
instances themselves and makes the owning process handle the management
of the memory. This brings the memory management slightly more in line
with how the kernel handles these allocations.
Furthermore, this also makes the TLS page management a little more
readable compared to the lingering implementation that was carried over
from Citra.
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This allows kernel internal type processes to be assigned IDs in the KIP range while userland processes are assigned in the user range.
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Makes the interface more flexible in terms of how Create() may be
called, while still allowing the parameter itself to be moved into.
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Given we don't currently implement the personal heap yet, the existing
memory querying functions are essentially doing what the memory querying
types introduced in 6.0.0 do.
So, we can build the necessary machinery over the top of those and just
use them as part of info types.
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This is a holdover from Citra, where the 3DS has both
WaitSynchronization1 and WaitSynchronizationN. The switch only has one
form of wait synchronizing (literally WaitSynchonization). This allows
us to throw out code that doesn't apply at all to the Switch kernel.
Because of this unnecessary dichotomy within the wait synchronization
utilities, we were also neglecting to properly handle waiting on
multiple objects.
While we're at it, we can also scrub out any lingering references to
WaitSynchronization1/WaitSynchronizationN in comments, and change them
to WaitSynchronization (or remove them if the mention no longer
applies).
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Makes the dependency on the system instance explicit within VMManager's
interface.
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This member variable is entirely unused. It was only set but never
actually utilized. Given that, we can remove it to get rid of noise in
the thread interface.
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This gives us significantly more control over where in the
initialization process we start execution of the main process.
Previously we were running the main process before the CPU or GPU
threads were initialized (not good). This amends execution to start
after all of our threads are properly set up.
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Initially required due to the split codepath with how the initial main
process instance was initialized. We used to initialize the process
like:
Init() {
main_process = Process::Create(...);
kernel.MakeCurrentProcess(main_process.get());
}
Load() {
const auto load_result = loader.Load(*kernel.GetCurrentProcess());
if (load_result != Loader::ResultStatus::Success) {
// Handle error here.
}
...
}
which presented a problem.
Setting a created process as the main process would set the page table
for that process as the main page table. This is fine... until we get to
the part that the page table can have its size changed in the Load()
function via NPDM metadata, which can dictate either a 32-bit, 36-bit,
or 39-bit usable address space.
Now that we have full control over the process' creation in load, we can
simply set the initial process as the main process after all the loading
is done, reflecting the potential page table changes without any
special-casing behavior.
We can also remove the cache flushing within LoadModule(), as execution
wouldn't have even begun yet during all usages of this function, now
that we have the initialization order cleaned up.
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Our initialization process is a little wonky than one would expect when
it comes to code flow. We initialize the CPU last, as opposed to
hardware, where the CPU obviously needs to be first, otherwise nothing
else would work, and we have code that adds checks to get around this.
For example, in the page table setting code, we check to see if the
system is turned on before we even notify the CPU instances of a page
table switch. This results in dead code (at the moment), because the
only time a page table switch will occur is when the system is *not*
running, preventing the emulated CPU instances from being notified of a
page table switch in a convenient manner (technically the code path
could be taken, but we don't emulate the process creation svc handlers
yet).
This moves the threads creation into its own member function of the core
manager and restores a little order (and predictability) to our
initialization process.
Previously, in the multi-threaded cases, we'd kick off several threads
before even the main kernel process was created and ready to execute (gross!).
Now the initialization process is like so:
Initialization:
1. Timers
2. CPU
3. Kernel
4. Filesystem stuff (kind of gross, but can be amended trivially)
5. Applet stuff (ditto in terms of being kind of gross)
6. Main process (will be moved into the loading step in a following
change)
7. Telemetry (this should be initialized last in the future).
8. Services (4 and 5 should ideally be alongside this).
9. GDB (gross. Uses namespace scope state. Needs to be refactored into a
class or booted altogether).
10. Renderer
11. GPU (will also have its threads created in a separate step in a
following change).
Which... isn't *ideal* per-se, however getting rid of the wonky
intertwining of CPU state initialization out of this mix gets rid of
most of the footguns when it comes to our initialization process.
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We need to ensure dynarmic gets a valid pointer if the page table is
resized (the relevant pointers would be invalidated in this scenario).
In this scenario, the page table can be resized depending on what kind
of address space is specified within the NPDM metadata (if it's
present).
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Centralizes the page table switching to one spot, rather than making
calling code deal with it everywhere.
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Similarly like svcGetProcessList, this retrieves the list of threads
from the current process. In the kernel itself, a process instance
maintains a list of threads, which are used within this function.
Threads are registered to a process' thread list at thread
initialization, and unregistered from the list upon thread destruction
(if said thread has a non-null owning process).
We assert on the debug event case, as we currently don't implement
kernel debug objects.
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Given this is intended as a querying function, it doesn't make sense to
allow the implementer to modify the state of the given thread.
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Reports the (mostly) correct size through svcGetInfo now for queries to
total used physical memory. This still doesn't correctly handle memory
allocated via svcMapPhysicalMemory, however, we don't currently handle
that case anyways.
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This will be necessary to properly report the used memory size in
svcGetInfo.
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This will be necessary in order to properly report memory usage within
svcGetInfo.
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This will make operating with the process-related SVC commands much
nicer in the future (the parameter representing the stack size in
svcStartProcess is a 64-bit value).
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The kernel always makes sure that the given stack size is aligned to
page boundaries.
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The use of a shared_ptr is an implementation detail of the VMManager
itself when mapping memory. Because of that, we shouldn't require all
users of the CodeSet to have to allocate the shared_ptr ahead of time.
It's intended that CodeSet simply pass in the required direct data, and
that the memory manager takes care of it from that point on.
This means we just do the shared pointer allocation in a single place,
when loading modules, as opposed to in each loader.
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Makes it more evident that one is for actual code and one is for actual
data. Mutable and static are less than ideal terms here, because
read-only data is technically not mutable, but we were mapping it with
that label.
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The segment itself isn't actually modified.
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Given this is utilized by the loaders, this allows avoiding inclusion of
the kernel process definitions where avoidable.
This also keeps the loading format for all executable data separate from
the kernel objects.
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Makes it an instantiable class like it is in the actual kernel. This
will also allow removing reliance on global accessors in a following
change, now that we can encapsulate a reference to the system instance
in the class.
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Now that we pass in a reference to the system instance, we can utilize
it to eliminate the global accessors in Process-related code.
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Now that we have the address arbiter extracted to its own class, we can
fix an innaccuracy with the kernel. Said inaccuracy being that there
isn't only one address arbiter. Each process instance contains its own
AddressArbiter instance in the actual kernel.
This fixes that and gets rid of another long-standing issue that could
arise when attempting to create more than one process.
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The kernel allows restricting the total size of the handle table through
the process capability descriptors. Until now, this functionality wasn't
hooked up. With this, the process handle tables become properly restricted.
In the case of metadata-less executables, the handle table will assume
the maximum size is requested, preserving the behavior that existed
before these changes.
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This matches kernel behavior in that processes are started using their
specified ideal core, rather than always starting on core 0.
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This makes the naming more closely match its meaning. It's just a
preferred core, not a required default core. This also makes the usages
of this term consistent across the thread and process implementations.
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This function isn't a general purpose function that should be exposed to
everything, given it's specific to initializing the main thread for a
Process instance.
Given that, it's a tad bit more sensible to place this within
process.cpp, which keeps it visible only to the code that actually needs
it.
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In all cases that these functions are needed, the VMManager can just be
retrieved and used instead of providing the same functions in Process'
interface.
This also makes it a little nicer dependency-wise, since it gets rid of
cases where the VMManager interface was being used, and then switched
over to using the interface for a Process instance. Instead, it makes
all accesses uniform and uses the VMManager instance for all necessary
tasks.
All the basic memory mapping functions did was forward to the Process'
VMManager instance anyways.
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While we're at it, we can also toss out the leftover capability parsing
from Citra.
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Amends the MemoryState enum to use the same values like the actual
kernel does. Also provides the necessary operators to operate on them.
This will be necessary in the future for implementing
svcSetMemoryAttribute, as memory block state is checked before applying
the attribute.
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A very trivial change. If metadata is available, the process should use
it to retrieve the desired core for the process to run on.
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Process instances can be waited upon for state changes. This is also
utilized by svcResetSignal, which will be modified in an upcoming
change. This simply puts all of the WaitObject related machinery in
place.
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Allows a process to register the resource limit as part of its handle
table.
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<random> isn't necesary directly within the header and can be placed in
the cpp file where its needed. Avoids propagating random generation
utilities via a header file.
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Cleans out the citra/3DS-specific implementation details that don't
apply to the Switch. Sets the stage for implementing ResourceLimit
instances properly.
While we're at it, remove the erroneous checks within CreateThread() and
SetThreadPriority(). While these are indeed checked in some capacity,
they are not checked via a ResourceLimit instance.
In the process of moving out Citra-specifics, this also replaces the
system ResourceLimit instance's values with ones from the Switch.
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Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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These only exist to ferry data into a Process instance and end up going
out of scope quite early. Because of this, we can just make it a plain
struct for holding things and just std::move it into the relevant
function. There's no need to make this inherit from the kernel's Object
type.
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Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
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This will be necessary for the implementation of svcGetThreadContext(),
as the kernel checks whether or not the process that owns the thread
that has it context being retrieved is a 64-bit or 32-bit process.
If the process is 32-bit, then the upper 15 general-purpose registers
and upper 16 vector registers are cleared to zero (as AArch32 only has
15 GPRs and 16 128-bit vector registers. not 31 general-purpose
registers and 32 128-bit vector registers like AArch64).
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The locations of these can actually vary depending on the address space
layout, so we shouldn't be using these when determining where to map
memory or be using them as offsets for calculations. This keeps all the
memory ranges flexible and malleable based off of the virtual memory
manager instance state.
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Rather than hard-code the address range to be 36-bit, we can derive the
parameters from supplied NPDM metadata if the supplied exectuable
supports it. This is the bare minimum necessary for this to be possible.
The following commits will rework the memory code further to adjust to
this.
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Reduces the use of Process class members externally and keeps most code
related to tearing down a process with the rest of the process code.
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Allows making several members of the process class private, it also
avoids going through Core::CurrentProcess() just to retrieve the owning
process.
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The owning process of a thread is required to exist before the thread,
so we can enforce this API-wise by using a reference. We can also avoid
the reliance on the system instance by using that parameter to access
the page table that needs to be set.
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As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
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Using member variables for referencing the segments array increases the
size of the class in memory for little benefit. The same behavior can be
achieved through the use of accessors that just return the relevant
segment.
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Removes leftover code from citra that isn't needed.
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This makes the formatting expectations more obvious (e.g. any zero padding specified
is padding that's entirely dedicated to the value being printed, not any pretty-printing
that also gets tacked on).
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There may be many CodeSets per Process, so it's wasteful and overcomplicated to store the program id in each of them.
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Don't automatically assume that Thread::Create will only be called when the parent process is currently scheduled. This assumption will be broken when applets or system modules are loaded.
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This replaces the hardcoded VRAM/DSP mappings with ones made based on
the ExHeader ARM11 Kernel caps list. While this has no visible effect
for most applications (since they use a standard set of mappings) it
does improve support for system modules and n3DS exclusives.
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
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R0 is used as the last parameter instead of R4.
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This makes smealum/ctrulib@b96dd51d3349961189d4ab1bc2a5c45deff21c09 work
with Citra.
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Typo which sneaked in through review on #1025
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This also adds some basic memory usage accounting. These two types are
used by Super Smash Bros. during startup.
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This adds some structures necessary to support multiple memory regions
in the future. It also adds support for different system memory types
and the new linear heap mapping at 0x30000000.
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The code now properly configures the process image to match the loaded
binary segments (code, rodata, data) instead of just blindly allocating
a large chunk of dummy memory.
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Implemented svcs GetResourceLimit, GetResourceLimitCurrentValues and GetResourceLimitLimitValues.
Note that the resource limits do not currently keep track of used objects, since we have no way to distinguish between an object created by the application, and an object created by some HLE module once we're inside Kernel::T::Create.
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memory.cpp/h contains definitions related to acessing memory and
configuring the address space
mem_map.cpp/h contains higher-level definitions related to configuring
the address space accoording to the kernel and allocating memory.
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Sign mismatches and "forcing value to bool" warnings.
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When the macro was introduced in 326ec51261299e48de97592631c02523da9c8118
it wasn't noticed that it conflicted in name with a heavily used macro
inside of dyncom. This causes some compiler warnings. Since it's only
lightly used, it was opted to simply remove the new macro.
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