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Implement MapPhysicalMemory/UnmapPhysicalMemory
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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8 changed files with 475 additions and 21 deletions
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@ -32,6 +32,11 @@ void SvcWrap(Core::System& system) {
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FuncReturn(system, func(system, Param(system, 0)).raw);
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}
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template <ResultCode func(Core::System&, u64, u64)>
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void SvcWrap(Core::System& system) {
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FuncReturn(system, func(system, Param(system, 0), Param(system, 1)).raw);
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}
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template <ResultCode func(Core::System&, u32)>
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void SvcWrap(Core::System& system) {
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FuncReturn(system, func(system, static_cast<u32>(Param(system, 0))).raw);
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