address review commentary
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@ -129,20 +129,16 @@ u64 Process::GetTotalPhysicalMemoryAvailable() const {
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return vm_manager.GetTotalPhysicalMemoryAvailable();
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return vm_manager.GetTotalPhysicalMemoryAvailable();
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}
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}
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u64 Process::GetTotalPhysicalMemoryAvailableWithoutMmHeap() const {
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u64 Process::GetTotalPhysicalMemoryAvailableWithoutSystemResource() const {
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// TODO: Subtract the personal heap size from this when the
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return GetTotalPhysicalMemoryAvailable() - GetSystemResourceSize();
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// personal heap is implemented.
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return GetTotalPhysicalMemoryAvailable();
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}
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}
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u64 Process::GetTotalPhysicalMemoryUsed() const {
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u64 Process::GetTotalPhysicalMemoryUsed() const {
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return vm_manager.GetCurrentHeapSize() + main_thread_stack_size + code_memory_size;
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return vm_manager.GetCurrentHeapSize() + main_thread_stack_size + code_memory_size + GetSystemResourceUsage();
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}
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}
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u64 Process::GetTotalPhysicalMemoryUsedWithoutMmHeap() const {
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u64 Process::GetTotalPhysicalMemoryUsedWithoutSystemResource() const {
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// TODO: Subtract the personal heap size from this when the
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return GetTotalPhysicalMemoryUsed() - GetSystemResourceUsage();
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// personal heap is implemented.
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return GetTotalPhysicalMemoryUsed();
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}
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}
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void Process::RegisterThread(const Thread* thread) {
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void Process::RegisterThread(const Thread* thread) {
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@ -173,6 +173,21 @@ public:
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return system_resource_size;
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return system_resource_size;
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}
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}
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/// Gets the amount of secure memory currently in use for memory management.
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u32 GetSystemResourceUsage() const {
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// On hardware, this returns the amount of system resource memory that has
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// been used by the kernel. This is problematic for Yuzu to emulate, because
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// system resource memory is used for page tables -- and yuzu doesn't really
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// have a way to calculate how much memory is required for page tables for
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// the current process at any given time.
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// TODO: Is this even worth implementing? Games may retrieve this value via
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// an SDK function that gets used + available system resource size for debug
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// or diagnostic purposes. However, it seems unlikely that a game would make
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// decisions based on how much system memory is dedicated to its page tables.
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// Is returning a value other than zero wise?
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return 0;
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}
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/// Whether this process is an AArch64 or AArch32 process.
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/// Whether this process is an AArch64 or AArch32 process.
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bool Is64BitProcess() const {
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bool Is64BitProcess() const {
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return is_64bit_process;
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return is_64bit_process;
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@ -197,15 +212,15 @@ public:
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u64 GetTotalPhysicalMemoryAvailable() const;
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u64 GetTotalPhysicalMemoryAvailable() const;
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/// Retrieves the total physical memory available to this process in bytes,
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/// Retrieves the total physical memory available to this process in bytes,
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/// without the size of the personal heap added to it.
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/// without the size of the personal system resource heap added to it.
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u64 GetTotalPhysicalMemoryAvailableWithoutMmHeap() const;
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u64 GetTotalPhysicalMemoryAvailableWithoutSystemResource() const;
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/// Retrieves the total physical memory used by this process in bytes.
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/// Retrieves the total physical memory used by this process in bytes.
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u64 GetTotalPhysicalMemoryUsed() const;
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u64 GetTotalPhysicalMemoryUsed() const;
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/// Retrieves the total physical memory used by this process in bytes,
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/// Retrieves the total physical memory used by this process in bytes,
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/// without the size of the personal heap added to it.
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/// without the size of the personal system resource heap added to it.
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u64 GetTotalPhysicalMemoryUsedWithoutMmHeap() const;
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u64 GetTotalPhysicalMemoryUsedWithoutSystemResource() const;
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/// Gets the list of all threads created with this process as their owner.
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/// Gets the list of all threads created with this process as their owner.
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const std::list<const Thread*>& GetThreadList() const {
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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
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// 5.0.0+
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// 5.0.0+
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UserExceptionContextAddr = 20,
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UserExceptionContextAddr = 20,
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// 6.0.0+
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// 6.0.0+
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TotalPhysicalMemoryAvailableWithoutMmHeap = 21,
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TotalPhysicalMemoryAvailableWithoutSystemResource = 21,
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TotalPhysicalMemoryUsedWithoutMmHeap = 22,
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TotalPhysicalMemoryUsedWithoutSystemResource = 22,
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};
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};
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const auto info_id_type = static_cast<GetInfoType>(info_id);
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const auto info_id_type = static_cast<GetInfoType>(info_id);
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@ -760,8 +760,8 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
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case GetInfoType::SystemResourceUsage:
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case GetInfoType::SystemResourceUsage:
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case GetInfoType::TitleId:
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case GetInfoType::TitleId:
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case GetInfoType::UserExceptionContextAddr:
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case GetInfoType::UserExceptionContextAddr:
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case GetInfoType::TotalPhysicalMemoryAvailableWithoutMmHeap:
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case GetInfoType::TotalPhysicalMemoryAvailableWithoutSystemResource:
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case GetInfoType::TotalPhysicalMemoryUsedWithoutMmHeap: {
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case GetInfoType::TotalPhysicalMemoryUsedWithoutSystemResource: {
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if (info_sub_id != 0) {
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if (info_sub_id != 0) {
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return ERR_INVALID_ENUM_VALUE;
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return ERR_INVALID_ENUM_VALUE;
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}
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}
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@ -827,17 +827,9 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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case GetInfoType::SystemResourceUsage:
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case GetInfoType::SystemResourceUsage:
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// On hardware, this returns the amount of system resource memory that has
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// been used by the kernel. This is problematic for Yuzu to emulate, because
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// system resource memory is used for page tables -- and yuzu doesn't really
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// have a way to calculate how much memory is required for page tables for
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// the current process at any given time.
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// TODO: Is this even worth implementing? No game should ever use it, since
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// the amount of remaining page table space should never be relevant except
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// for diagnostics. Is returning a value other than zero wise?
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LOG_WARNING(Kernel_SVC,
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LOG_WARNING(Kernel_SVC,
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"(STUBBED) Attempted to query system resource usage, returned 0");
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"(STUBBED) Attempted to query system resource usage");
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*result = 0;
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*result = process->GetSystemResourceUsage();
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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case GetInfoType::TitleId:
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case GetInfoType::TitleId:
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@ -850,12 +842,12 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha
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*result = 0;
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*result = 0;
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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case GetInfoType::TotalPhysicalMemoryAvailableWithoutMmHeap:
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case GetInfoType::TotalPhysicalMemoryAvailableWithoutSystemResource:
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*result = process->GetTotalPhysicalMemoryAvailable();
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*result = process->GetTotalPhysicalMemoryAvailableWithoutSystemResource();
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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case GetInfoType::TotalPhysicalMemoryUsedWithoutMmHeap:
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case GetInfoType::TotalPhysicalMemoryUsedWithoutSystemResource:
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*result = process->GetTotalPhysicalMemoryUsedWithoutMmHeap();
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*result = process->GetTotalPhysicalMemoryUsedWithoutSystemResource();
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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default:
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default:
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@ -984,7 +976,7 @@ static ResultCode MapPhysicalMemory(Core::System& system, VAddr addr, u64 size)
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return ERR_INVALID_MEMORY_RANGE;
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return ERR_INVALID_MEMORY_RANGE;
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}
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}
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auto* const current_process = Core::CurrentProcess();
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Process* const current_process = system.Kernel().CurrentProcess();
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auto& vm_manager = current_process->VMManager();
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auto& vm_manager = current_process->VMManager();
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if (current_process->GetSystemResourceSize() == 0) {
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if (current_process->GetSystemResourceSize() == 0) {
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@ -1024,7 +1016,7 @@ static ResultCode UnmapPhysicalMemory(Core::System& system, VAddr addr, u64 size
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return ERR_INVALID_MEMORY_RANGE;
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return ERR_INVALID_MEMORY_RANGE;
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}
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}
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auto* const current_process = Core::CurrentProcess();
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Process* const current_process = system.Kernel().CurrentProcess();
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auto& vm_manager = current_process->VMManager();
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auto& vm_manager = current_process->VMManager();
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if (current_process->GetSystemResourceSize() == 0) {
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if (current_process->GetSystemResourceSize() == 0) {
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@ -349,7 +349,7 @@ ResultCode VMManager::MapPhysicalMemory(VAddr target, u64 size) {
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}
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}
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// Check that we can map the memory we want.
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// Check that we can map the memory we want.
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const auto res_limit = Core::CurrentProcess()->GetResourceLimit();
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const auto res_limit = system.CurrentProcess()->GetResourceLimit();
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const u64 physmem_remaining = res_limit->GetMaxResourceValue(ResourceType::PhysicalMemory) -
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const u64 physmem_remaining = res_limit->GetMaxResourceValue(ResourceType::PhysicalMemory) -
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res_limit->GetCurrentResourceValue(ResourceType::PhysicalMemory);
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res_limit->GetCurrentResourceValue(ResourceType::PhysicalMemory);
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if (physmem_remaining < (size - mapped_size)) {
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if (physmem_remaining < (size - mapped_size)) {
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@ -558,6 +558,9 @@ ResultCode VMManager::UnmapPhysicalMemory(VAddr target, u64 size) {
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}
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}
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}
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}
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// Update mapped amount
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physical_memory_mapped -= mapped_size;
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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}
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}
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@ -458,7 +458,7 @@ public:
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///
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///
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/// @note The destination address must lie within the Map region.
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/// @note The destination address must lie within the Map region.
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///
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///
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/// @note This function requires SystemResourceSize is non-zero,
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/// @note This function requires that SystemResourceSize be non-zero,
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/// however, this is just because if it were not then the
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/// however, this is just because if it were not then the
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/// resulting page tables could be exploited on hardware by
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/// resulting page tables could be exploited on hardware by
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/// a malicious program. SystemResource usage does not need
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/// a malicious program. SystemResource usage does not need
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@ -472,7 +472,7 @@ public:
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///
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///
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/// @note The destination address must lie within the Map region.
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/// @note The destination address must lie within the Map region.
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///
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///
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/// @note This function requires SystemResourceSize is non-zero,
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/// @note This function requires that SystemResourceSize be non-zero,
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/// however, this is just because if it were not then the
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/// however, this is just because if it were not then the
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/// resulting page tables could be exploited on hardware by
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/// resulting page tables could be exploited on hardware by
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/// a malicious program. SystemResource usage does not need
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/// a malicious program. SystemResource usage does not need
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