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@ -160,16 +160,36 @@ bool ArmNce::HandleGuestAlignmentFault(GuestContext* guest_ctx, void* raw_info, |
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bool ArmNce::HandleGuestAccessFault(GuestContext* guest_ctx, void* raw_info, void* raw_context) { |
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auto* info = static_cast<siginfo_t*>(raw_info); |
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// Try to handle an invalid access.
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// TODO: handle accesses which split a page?
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const Common::ProcessAddress addr = |
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(reinterpret_cast<u64>(info->si_addr) & ~Memory::YUZU_PAGEMASK); |
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auto& memory = guest_ctx->parent->m_running_thread->GetOwnerProcess()->GetMemory(); |
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if (memory.InvalidateNCE(addr, Memory::YUZU_PAGESIZE)) { |
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// We handled the access successfully and are returning to guest code.
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return true; |
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} |
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// Try to handle an invalid access.
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// This computes the addr for the (first) page corresponding to the access
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auto const acc_size = 16; // Max architectural access size
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// Please note accesses can be wider than 16-bytes on some(which?) cases
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// but this should handle **most** of the fragant issues with cases like 128-bit vector
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// load/stores or GPU writes.
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auto const addr_c1 = Common::ProcessAddress(u64(info->si_addr) & ~Memory::YUZU_PAGEMASK); |
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if (!(acc_size > 1 && (addr_c1 & Memory::YUZU_PAGEMASK) + acc_size > Memory::YUZU_PAGESIZE)) { |
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if (memory.InvalidateNCE(addr_c1, Memory::YUZU_PAGESIZE)) |
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return true; |
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} else { |
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// Corresponds to the 2nd page, this means the access is split between two pages
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auto const addr_c2 = (addr_c1 & ~Memory::YUZU_PAGEMASK) + Memory::YUZU_PAGESIZE; |
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auto const count_c2 = (addr_c1 + acc_size) & Memory::YUZU_PAGEMASK; |
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auto const count_c1 = acc_size - count_c2; |
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// Heres the stupid part, how the fuck do we decide if either the first
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// or second pages should be the ones to propagate the fault?
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if (memory.InvalidateNCE(addr_c1, Memory::YUZU_PAGESIZE)) |
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return true; |
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// ... well my solution is stupid, but basically we just ignore the second page
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// IS THIS A REASONABLE SOLUTION? Absolutely. If we were to cross page boundaries
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// we would need to fetch our stuff from **somewhere**, by then it would
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// likely be too late to handle the "invalidate case".
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//
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// Or simply put, the architecture might expect us to invalidate the unaligned access
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// this should especially reflect on any game that had unaligned issues with JIT before.
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memory.InvalidateNCE(addr_c2, Memory::YUZU_PAGESIZE); |
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} |
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// We couldn't handle the access.
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return HandleFailedGuestFault(guest_ctx, raw_info, raw_context); |
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} |
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