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
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Ryujinx.Common/Memory/PartialUnmaps/PartialUnmapState.cs
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Ryujinx.Common/Memory/PartialUnmaps/PartialUnmapState.cs
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Versioning;
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using System.Threading;
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using static Ryujinx.Common.Memory.PartialUnmaps.PartialUnmapHelpers;
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namespace Ryujinx.Common.Memory.PartialUnmaps
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{
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/// <summary>
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/// State for partial unmaps. Intended to be used on Windows.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct PartialUnmapState
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{
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public NativeReaderWriterLock PartialUnmapLock;
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public int PartialUnmapsCount;
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public ThreadLocalMap<int> LocalCounts;
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public readonly static int PartialUnmapLockOffset;
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public readonly static int PartialUnmapsCountOffset;
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public readonly static int LocalCountsOffset;
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public readonly static IntPtr GlobalState;
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[SupportedOSPlatform("windows")]
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[DllImport("kernel32.dll")]
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public static extern int GetCurrentThreadId();
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[SupportedOSPlatform("windows")]
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[DllImport("kernel32.dll", SetLastError = true)]
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static extern IntPtr OpenThread(int dwDesiredAccess, bool bInheritHandle, uint dwThreadId);
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[SupportedOSPlatform("windows")]
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[DllImport("kernel32.dll", SetLastError = true)]
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public static extern bool CloseHandle(IntPtr hObject);
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[SupportedOSPlatform("windows")]
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[DllImport("kernel32.dll", SetLastError = true)]
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static extern bool GetExitCodeThread(IntPtr hThread, out uint lpExitCode);
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/// <summary>
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/// Creates a global static PartialUnmapState and populates the field offsets.
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/// </summary>
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static unsafe PartialUnmapState()
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{
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PartialUnmapState instance = new PartialUnmapState();
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PartialUnmapLockOffset = OffsetOf(ref instance, ref instance.PartialUnmapLock);
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PartialUnmapsCountOffset = OffsetOf(ref instance, ref instance.PartialUnmapsCount);
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LocalCountsOffset = OffsetOf(ref instance, ref instance.LocalCounts);
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int size = Unsafe.SizeOf<PartialUnmapState>();
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GlobalState = Marshal.AllocHGlobal(size);
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Unsafe.InitBlockUnaligned((void*)GlobalState, 0, (uint)size);
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}
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/// <summary>
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/// Resets the global state.
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/// </summary>
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public static unsafe void Reset()
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{
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int size = Unsafe.SizeOf<PartialUnmapState>();
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Unsafe.InitBlockUnaligned((void*)GlobalState, 0, (uint)size);
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}
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/// <summary>
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/// Gets a reference to the global state.
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/// </summary>
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/// <returns>A reference to the global state</returns>
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public static unsafe ref PartialUnmapState GetRef()
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{
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return ref Unsafe.AsRef<PartialUnmapState>((void*)GlobalState);
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}
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/// <summary>
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/// Checks if an access violation handler should retry execution due to a fault caused by partial unmap.
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/// </summary>
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/// <remarks>
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/// Due to Windows limitations, <see cref="UnmapView"/> might need to unmap more memory than requested.
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/// The additional memory that was unmapped is later remapped, however this leaves a time gap where the
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/// memory might be accessed but is unmapped. Users of the API must compensate for that by catching the
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/// access violation and retrying if it happened between the unmap and remap operation.
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/// This method can be used to decide if retrying in such cases is necessary or not.
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///
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/// This version of the function is not used, but serves as a reference for the native
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/// implementation in ARMeilleure.
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/// </remarks>
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/// <returns>True if execution should be retried, false otherwise</returns>
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[SupportedOSPlatform("windows")]
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public bool RetryFromAccessViolation()
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{
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PartialUnmapLock.AcquireReaderLock();
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int threadID = GetCurrentThreadId();
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int threadIndex = LocalCounts.GetOrReserve(threadID, 0);
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if (threadIndex == -1)
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{
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// Out of thread local space... try again later.
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PartialUnmapLock.ReleaseReaderLock();
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return true;
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}
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ref int threadLocalPartialUnmapsCount = ref LocalCounts.GetValue(threadIndex);
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bool retry = threadLocalPartialUnmapsCount != PartialUnmapsCount;
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if (retry)
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{
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threadLocalPartialUnmapsCount = PartialUnmapsCount;
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}
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PartialUnmapLock.ReleaseReaderLock();
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return retry;
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}
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/// <summary>
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/// Iterates and trims threads in the thread -> count map that
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/// are no longer active.
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/// </summary>
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[SupportedOSPlatform("windows")]
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public void TrimThreads()
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{
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const uint ExitCodeStillActive = 259;
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const int ThreadQueryInformation = 0x40;
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Span<int> ids = LocalCounts.ThreadIds.ToSpan();
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for (int i = 0; i < ids.Length; i++)
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{
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int id = ids[i];
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if (id != 0)
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{
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IntPtr handle = OpenThread(ThreadQueryInformation, false, (uint)id);
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if (handle == IntPtr.Zero)
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{
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Interlocked.CompareExchange(ref ids[i], 0, id);
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}
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else
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{
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GetExitCodeThread(handle, out uint exitCode);
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if (exitCode != ExitCodeStillActive)
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{
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Interlocked.CompareExchange(ref ids[i], 0, id);
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}
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CloseHandle(handle);
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}
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}
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}
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}
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}
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}
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