// Copyright 2021 yuzu emulator team // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "common/alignment.h" #include "common/assert.h" #include "common/common_funcs.h" #include "common/common_types.h" #include "core/core.h" #include "core/hardware_properties.h" #include "core/hle/kernel/init/init_slab_setup.h" #include "core/hle/kernel/k_memory_layout.h" #include "core/hle/kernel/k_memory_manager.h" #include "core/hle/kernel/k_system_control.h" #include "core/hle/kernel/k_thread.h" #include "core/hle/kernel/memory_types.h" #include "core/memory.h" namespace Kernel::Init { #define SLAB_COUNT(CLASS) g_slab_resource_counts.num_##CLASS #define FOREACH_SLAB_TYPE(HANDLER, ...) HANDLER(KThread, (SLAB_COUNT(KThread)), ##__VA_ARGS__) namespace { #define DEFINE_SLAB_TYPE_ENUM_MEMBER(NAME, COUNT, ...) KSlabType_##NAME, enum KSlabType : u32 { FOREACH_SLAB_TYPE(DEFINE_SLAB_TYPE_ENUM_MEMBER) KSlabType_Count, }; #undef DEFINE_SLAB_TYPE_ENUM_MEMBER // Constexpr counts. constexpr size_t SlabCountKProcess = 80; constexpr size_t SlabCountKThread = 800; constexpr size_t SlabCountKEvent = 700; constexpr size_t SlabCountKInterruptEvent = 100; constexpr size_t SlabCountKPort = 256 + 0x20; // Extra 0x20 ports over Nintendo for homebrew. constexpr size_t SlabCountKSharedMemory = 80; constexpr size_t SlabCountKTransferMemory = 200; constexpr size_t SlabCountKCodeMemory = 10; constexpr size_t SlabCountKDeviceAddressSpace = 300; constexpr size_t SlabCountKSession = 933; constexpr size_t SlabCountKLightSession = 100; constexpr size_t SlabCountKObjectName = 7; constexpr size_t SlabCountKResourceLimit = 5; constexpr size_t SlabCountKDebug = Core::Hardware::NUM_CPU_CORES; constexpr size_t SlabCountKAlpha = 1; constexpr size_t SlabCountKBeta = 6; constexpr size_t SlabCountExtraKThread = 160; // Global to hold our resource counts. KSlabResourceCounts g_slab_resource_counts = { .num_KProcess = SlabCountKProcess, .num_KThread = SlabCountKThread, .num_KEvent = SlabCountKEvent, .num_KInterruptEvent = SlabCountKInterruptEvent, .num_KPort = SlabCountKPort, .num_KSharedMemory = SlabCountKSharedMemory, .num_KTransferMemory = SlabCountKTransferMemory, .num_KCodeMemory = SlabCountKCodeMemory, .num_KDeviceAddressSpace = SlabCountKDeviceAddressSpace, .num_KSession = SlabCountKSession, .num_KLightSession = SlabCountKLightSession, .num_KObjectName = SlabCountKObjectName, .num_KResourceLimit = SlabCountKResourceLimit, .num_KDebug = SlabCountKDebug, .num_KAlpha = SlabCountKAlpha, .num_KBeta = SlabCountKBeta, }; template VAddr InitializeSlabHeap(Core::System& system, KMemoryLayout& memory_layout, VAddr address, size_t num_objects) { const size_t size = Common::AlignUp(sizeof(T) * num_objects, alignof(void*)); VAddr start = Common::AlignUp(address, alignof(T)); if (size > 0) { const KMemoryRegion* region = memory_layout.FindVirtual(start + size - 1); ASSERT(region != nullptr); ASSERT(region->IsDerivedFrom(KMemoryRegionType_KernelSlab)); T::InitializeSlabHeap(system.Kernel(), system.Memory().GetKernelBuffer(start, size), size); } return start + size; } } // namespace const KSlabResourceCounts& GetSlabResourceCounts() { return g_slab_resource_counts; } void InitializeSlabResourceCounts() { // Note: Nintendo initializes all fields here, but we initialize all constants at compile-time. if (KSystemControl::Init::ShouldIncreaseThreadResourceLimit()) { g_slab_resource_counts.num_KThread += SlabCountExtraKThread; } } size_t CalculateSlabHeapGapSize() { return KernelSlabHeapGapsSize; } size_t CalculateTotalSlabHeapSize() { size_t size = 0; #define ADD_SLAB_SIZE(NAME, COUNT, ...) \ { \ size += alignof(NAME); \ size += Common::AlignUp(sizeof(NAME) * (COUNT), alignof(void*)); \ }; // Add the size required for each slab. FOREACH_SLAB_TYPE(ADD_SLAB_SIZE) #undef ADD_SLAB_SIZE // Add the reserved size. size += CalculateSlabHeapGapSize(); return size; } void InitializeSlabHeaps(Core::System& system, KMemoryLayout& memory_layout) { // Get the start of the slab region, since that's where we'll be working. VAddr address = memory_layout.GetSlabRegionAddress(); // Initialize slab type array to be in sorted order. KSlabType slab_types[KSlabType_Count]; for (size_t i = 0; i < Common::Size(slab_types); i++) { slab_types[i] = static_cast(i); } // N shuffles the slab type array with the following simple algorithm. for (size_t i = 0; i < Common::Size(slab_types); i++) { const size_t rnd = KSystemControl::GenerateRandomRange(0, Common::Size(slab_types) - 1); std::swap(slab_types[i], slab_types[rnd]); } // Create an array to represent the gaps between the slabs. const size_t total_gap_size = CalculateSlabHeapGapSize(); size_t slab_gaps[Common::Size(slab_types)]; for (size_t i = 0; i < Common::Size(slab_gaps); i++) { // Note: This is an off-by-one error from Nintendo's intention, because GenerateRandomRange // is inclusive. However, Nintendo also has the off-by-one error, and it's "harmless", so we // will include it ourselves. slab_gaps[i] = KSystemControl::GenerateRandomRange(0, total_gap_size); } // Sort the array, so that we can treat differences between values as offsets to the starts of // slabs. for (size_t i = 1; i < Common::Size(slab_gaps); i++) { for (size_t j = i; j > 0 && slab_gaps[j - 1] > slab_gaps[j]; j--) { std::swap(slab_gaps[j], slab_gaps[j - 1]); } } for (size_t i = 0; i < Common::Size(slab_types); i++) { // Add the random gap to the address. address += (i == 0) ? slab_gaps[0] : slab_gaps[i] - slab_gaps[i - 1]; #define INITIALIZE_SLAB_HEAP(NAME, COUNT, ...) \ case KSlabType_##NAME: \ address = InitializeSlabHeap(system, memory_layout, address, COUNT); \ break; // Initialize the slabheap. switch (slab_types[i]) { // For each of the slab types, we want to initialize that heap. FOREACH_SLAB_TYPE(INITIALIZE_SLAB_HEAP) // If we somehow get an invalid type, abort. default: UNREACHABLE(); } } } } // namespace Kernel::Init