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authorriperiperi <rhy3756547@hotmail.com>2022-07-30 00:16:29 +0200
committerGitHub <noreply@github.com>2022-07-29 19:16:29 -0300
commit14ce9e15672d03cb6fc067316f90d81471398ebc (patch)
tree39befb3c65a2548fe803bf746545de3fd8851ffd /Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs
parent952d013c67a1809fae3b3c7ade9a0757598d9e18 (diff)
Move partial unmap handler to the native signal handler (#3437)1.1.199
* 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
Diffstat (limited to 'Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs')
-rw-r--r--Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs80
1 files changed, 80 insertions, 0 deletions
diff --git a/Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs b/Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs
new file mode 100644
index 00000000..5419b340
--- /dev/null
+++ b/Ryujinx.Common/Memory/PartialUnmaps/NativeReaderWriterLock.cs
@@ -0,0 +1,80 @@
+using System.Runtime.InteropServices;
+using System.Threading;
+
+using static Ryujinx.Common.Memory.PartialUnmaps.PartialUnmapHelpers;
+
+namespace Ryujinx.Common.Memory.PartialUnmaps
+{
+ /// <summary>
+ /// A simple implementation of a ReaderWriterLock which can be used from native code.
+ /// </summary>
+ [StructLayout(LayoutKind.Sequential, Pack = 1)]
+ public struct NativeReaderWriterLock
+ {
+ public int WriteLock;
+ public int ReaderCount;
+
+ public static int WriteLockOffset;
+ public static int ReaderCountOffset;
+
+ /// <summary>
+ /// Populates the field offsets for use when emitting native code.
+ /// </summary>
+ static NativeReaderWriterLock()
+ {
+ NativeReaderWriterLock instance = new NativeReaderWriterLock();
+
+ WriteLockOffset = OffsetOf(ref instance, ref instance.WriteLock);
+ ReaderCountOffset = OffsetOf(ref instance, ref instance.ReaderCount);
+ }
+
+ /// <summary>
+ /// Acquires the reader lock.
+ /// </summary>
+ public void AcquireReaderLock()
+ {
+ // Must take write lock for a very short time to become a reader.
+
+ while (Interlocked.CompareExchange(ref WriteLock, 1, 0) != 0) { }
+
+ Interlocked.Increment(ref ReaderCount);
+
+ Interlocked.Exchange(ref WriteLock, 0);
+ }
+
+ /// <summary>
+ /// Releases the reader lock.
+ /// </summary>
+ public void ReleaseReaderLock()
+ {
+ Interlocked.Decrement(ref ReaderCount);
+ }
+
+ /// <summary>
+ /// Upgrades to a writer lock. The reader lock is temporarily released while obtaining the writer lock.
+ /// </summary>
+ public void UpgradeToWriterLock()
+ {
+ // Prevent any more threads from entering reader.
+ // If the write lock is already taken, wait for it to not be taken.
+
+ Interlocked.Decrement(ref ReaderCount);
+
+ while (Interlocked.CompareExchange(ref WriteLock, 1, 0) != 0) { }
+
+ // Wait for reader count to drop to 0, then take the lock again as the only reader.
+
+ while (Interlocked.CompareExchange(ref ReaderCount, 1, 0) != 0) { }
+ }
+
+ /// <summary>
+ /// Downgrades from a writer lock, back to a reader one.
+ /// </summary>
+ public void DowngradeFromWriterLock()
+ {
+ // Release the WriteLock.
+
+ Interlocked.Exchange(ref WriteLock, 0);
+ }
+ }
+}