Move partial unmap handler to the native signal handler (#3437)
* Initial commit with a lot of testing stuff. * Partial Unmap Cleanup Part 1 * Fix some minor issues, hopefully windows tests. * Disable partial unmap tests on macos for now Weird issue. * Goodbye magic number * Add COMPlus_EnableAlternateStackCheck for tests `COMPlus_EnableAlternateStackCheck` is needed for NullReferenceException handling to work on linux after registering the signal handler, due to how dotnet registers its own signal handler. * Address some feedback * Force retry when memory is mapped in memory tracking This case existed before, but returning `false` no longer retries, so it would crash immediately after unprotecting the memory... Now, we return `true` to deliberately retry. This case existed before (was just broken by this change) and I don't really want to look into fixing the issue right now. Technically, this means that on guest code partial unmaps will retry _due to this_ rather than hitting the handler. I don't expect this to cause any issues. This should fix random crashes in Xenoblade Chronicles 2. * Use IsRangeMapped * Suppress MockMemoryManager.UnmapEvent warning This event is not signalled by the mock memory manager. * Remove 4kb mapping
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24 changed files with 1355 additions and 391 deletions
186
ARMeilleure/Signal/WindowsPartialUnmapHandler.cs
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186
ARMeilleure/Signal/WindowsPartialUnmapHandler.cs
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using ARMeilleure.IntermediateRepresentation;
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using ARMeilleure.Translation;
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using Ryujinx.Common.Memory.PartialUnmaps;
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using System;
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using static ARMeilleure.IntermediateRepresentation.Operand.Factory;
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namespace ARMeilleure.Signal
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{
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/// <summary>
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/// Methods to handle signals caused by partial unmaps. See the structs for C# implementations of the methods.
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/// </summary>
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internal static class WindowsPartialUnmapHandler
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{
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public static Operand EmitRetryFromAccessViolation(EmitterContext context)
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{
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IntPtr partialRemapStatePtr = PartialUnmapState.GlobalState;
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IntPtr localCountsPtr = IntPtr.Add(partialRemapStatePtr, PartialUnmapState.LocalCountsOffset);
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// Get the lock first.
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EmitNativeReaderLockAcquire(context, IntPtr.Add(partialRemapStatePtr, PartialUnmapState.PartialUnmapLockOffset));
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IntPtr getCurrentThreadId = WindowsSignalHandlerRegistration.GetCurrentThreadIdFunc();
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Operand threadId = context.Call(Const((ulong)getCurrentThreadId), OperandType.I32);
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Operand threadIndex = EmitThreadLocalMapIntGetOrReserve(context, localCountsPtr, threadId, Const(0));
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Operand endLabel = Label();
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Operand retry = context.AllocateLocal(OperandType.I32);
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Operand threadIndexValidLabel = Label();
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context.BranchIfFalse(threadIndexValidLabel, context.ICompareEqual(threadIndex, Const(-1)));
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context.Copy(retry, Const(1)); // Always retry when thread local cannot be allocated.
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context.Branch(endLabel);
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context.MarkLabel(threadIndexValidLabel);
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Operand threadLocalPartialUnmapsPtr = EmitThreadLocalMapIntGetValuePtr(context, localCountsPtr, threadIndex);
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Operand threadLocalPartialUnmaps = context.Load(OperandType.I32, threadLocalPartialUnmapsPtr);
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Operand partialUnmapsCount = context.Load(OperandType.I32, Const((ulong)IntPtr.Add(partialRemapStatePtr, PartialUnmapState.PartialUnmapsCountOffset)));
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context.Copy(retry, context.ICompareNotEqual(threadLocalPartialUnmaps, partialUnmapsCount));
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Operand noRetryLabel = Label();
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context.BranchIfFalse(noRetryLabel, retry);
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// if (retry) {
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context.Store(threadLocalPartialUnmapsPtr, partialUnmapsCount);
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context.Branch(endLabel);
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context.MarkLabel(noRetryLabel);
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// }
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context.MarkLabel(endLabel);
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// Finally, release the lock and return the retry value.
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EmitNativeReaderLockRelease(context, IntPtr.Add(partialRemapStatePtr, PartialUnmapState.PartialUnmapLockOffset));
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return retry;
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}
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public static Operand EmitThreadLocalMapIntGetOrReserve(EmitterContext context, IntPtr threadLocalMapPtr, Operand threadId, Operand initialState)
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{
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Operand idsPtr = Const((ulong)IntPtr.Add(threadLocalMapPtr, ThreadLocalMap<int>.ThreadIdsOffset));
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Operand i = context.AllocateLocal(OperandType.I32);
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context.Copy(i, Const(0));
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// (Loop 1) Check all slots for a matching Thread ID (while also trying to allocate)
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Operand endLabel = Label();
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Operand loopLabel = Label();
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context.MarkLabel(loopLabel);
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Operand offset = context.Multiply(i, Const(sizeof(int)));
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Operand idPtr = context.Add(idsPtr, context.SignExtend32(OperandType.I64, offset));
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// Check that this slot has the thread ID.
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Operand existingId = context.CompareAndSwap(idPtr, threadId, threadId);
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// If it was already the thread ID, then we just need to return i.
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context.BranchIfTrue(endLabel, context.ICompareEqual(existingId, threadId));
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context.Copy(i, context.Add(i, Const(1)));
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context.BranchIfTrue(loopLabel, context.ICompareLess(i, Const(ThreadLocalMap<int>.MapSize)));
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// (Loop 2) Try take a slot that is 0 with our Thread ID.
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context.Copy(i, Const(0)); // Reset i.
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Operand loop2Label = Label();
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context.MarkLabel(loop2Label);
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Operand offset2 = context.Multiply(i, Const(sizeof(int)));
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Operand idPtr2 = context.Add(idsPtr, context.SignExtend32(OperandType.I64, offset2));
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// Try and swap in the thread id on top of 0.
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Operand existingId2 = context.CompareAndSwap(idPtr2, Const(0), threadId);
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Operand idNot0Label = Label();
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// If it was 0, then we need to initialize the struct entry and return i.
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context.BranchIfFalse(idNot0Label, context.ICompareEqual(existingId2, Const(0)));
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Operand structsPtr = Const((ulong)IntPtr.Add(threadLocalMapPtr, ThreadLocalMap<int>.StructsOffset));
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Operand structPtr = context.Add(structsPtr, context.SignExtend32(OperandType.I64, offset2));
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context.Store(structPtr, initialState);
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context.Branch(endLabel);
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context.MarkLabel(idNot0Label);
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context.Copy(i, context.Add(i, Const(1)));
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context.BranchIfTrue(loop2Label, context.ICompareLess(i, Const(ThreadLocalMap<int>.MapSize)));
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context.Copy(i, Const(-1)); // Could not place the thread in the list.
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context.MarkLabel(endLabel);
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return context.Copy(i);
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}
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private static Operand EmitThreadLocalMapIntGetValuePtr(EmitterContext context, IntPtr threadLocalMapPtr, Operand index)
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{
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Operand offset = context.Multiply(index, Const(sizeof(int)));
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Operand structsPtr = Const((ulong)IntPtr.Add(threadLocalMapPtr, ThreadLocalMap<int>.StructsOffset));
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return context.Add(structsPtr, context.SignExtend32(OperandType.I64, offset));
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}
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private static void EmitThreadLocalMapIntRelease(EmitterContext context, IntPtr threadLocalMapPtr, Operand threadId, Operand index)
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{
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Operand offset = context.Multiply(index, Const(sizeof(int)));
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Operand idsPtr = Const((ulong)IntPtr.Add(threadLocalMapPtr, ThreadLocalMap<int>.ThreadIdsOffset));
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Operand idPtr = context.Add(idsPtr, context.SignExtend32(OperandType.I64, offset));
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context.CompareAndSwap(idPtr, threadId, Const(0));
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}
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private static void EmitAtomicAddI32(EmitterContext context, Operand ptr, Operand additive)
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{
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Operand loop = Label();
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context.MarkLabel(loop);
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Operand initial = context.Load(OperandType.I32, ptr);
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Operand newValue = context.Add(initial, additive);
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Operand replaced = context.CompareAndSwap(ptr, initial, newValue);
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context.BranchIfFalse(loop, context.ICompareEqual(initial, replaced));
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}
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private static void EmitNativeReaderLockAcquire(EmitterContext context, IntPtr nativeReaderLockPtr)
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{
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Operand writeLockPtr = Const((ulong)IntPtr.Add(nativeReaderLockPtr, NativeReaderWriterLock.WriteLockOffset));
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// Spin until we can acquire the write lock.
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Operand spinLabel = Label();
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context.MarkLabel(spinLabel);
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// Old value must be 0 to continue (we gained the write lock)
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context.BranchIfTrue(spinLabel, context.CompareAndSwap(writeLockPtr, Const(0), Const(1)));
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// Increment reader count.
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EmitAtomicAddI32(context, Const((ulong)IntPtr.Add(nativeReaderLockPtr, NativeReaderWriterLock.ReaderCountOffset)), Const(1));
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// Release write lock.
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context.CompareAndSwap(writeLockPtr, Const(1), Const(0));
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}
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private static void EmitNativeReaderLockRelease(EmitterContext context, IntPtr nativeReaderLockPtr)
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{
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// Decrement reader count.
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EmitAtomicAddI32(context, Const((ulong)IntPtr.Add(nativeReaderLockPtr, NativeReaderWriterLock.ReaderCountOffset)), Const(-1));
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}
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}
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}
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