14ce9e1567
* 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
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using System.Runtime.InteropServices;
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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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/// A simple implementation of a ReaderWriterLock which can be used from native code.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct NativeReaderWriterLock
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{
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public int WriteLock;
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public int ReaderCount;
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public static int WriteLockOffset;
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public static int ReaderCountOffset;
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/// <summary>
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/// Populates the field offsets for use when emitting native code.
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/// </summary>
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static NativeReaderWriterLock()
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{
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NativeReaderWriterLock instance = new NativeReaderWriterLock();
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WriteLockOffset = OffsetOf(ref instance, ref instance.WriteLock);
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ReaderCountOffset = OffsetOf(ref instance, ref instance.ReaderCount);
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}
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/// <summary>
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/// Acquires the reader lock.
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/// </summary>
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public void AcquireReaderLock()
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{
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// Must take write lock for a very short time to become a reader.
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while (Interlocked.CompareExchange(ref WriteLock, 1, 0) != 0) { }
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Interlocked.Increment(ref ReaderCount);
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Interlocked.Exchange(ref WriteLock, 0);
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}
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/// <summary>
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/// Releases the reader lock.
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/// </summary>
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public void ReleaseReaderLock()
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{
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Interlocked.Decrement(ref ReaderCount);
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}
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/// <summary>
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/// Upgrades to a writer lock. The reader lock is temporarily released while obtaining the writer lock.
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/// </summary>
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public void UpgradeToWriterLock()
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{
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// Prevent any more threads from entering reader.
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// If the write lock is already taken, wait for it to not be taken.
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Interlocked.Decrement(ref ReaderCount);
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while (Interlocked.CompareExchange(ref WriteLock, 1, 0) != 0) { }
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// Wait for reader count to drop to 0, then take the lock again as the only reader.
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while (Interlocked.CompareExchange(ref ReaderCount, 1, 0) != 0) { }
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}
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/// <summary>
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/// Downgrades from a writer lock, back to a reader one.
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/// </summary>
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public void DowngradeFromWriterLock()
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{
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// Release the WriteLock.
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Interlocked.Exchange(ref WriteLock, 0);
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}
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}
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}
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