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crossed page boundary now marked proper
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@@ -163,11 +163,11 @@ bool ArmNce::HandleGuestAccessFault(GuestContext* guest_ctx, void* raw_info, voi
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auto& memory = guest_ctx->parent->m_running_thread->GetOwnerProcess()->GetMemory();
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// Try to handle an invalid access.
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// This computes the addr for the (first) page corresponding to the access
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auto const acc_size = 16; // Max architectural access size
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// Please note accesses can be wider than 16-bytes on some(which?) cases
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// but this should handle **most** of the fragant issues with cases like 128-bit vector
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// load/stores or GPU writes.
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// Please note accesses can be wider than 16-bytes
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// This should handle **most** of the fragant issues with cases like 128-bit vector
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// ld/st or GPU writes.
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// This computes the addr for the (first) page corresponding to the access (if not crossing)
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auto const addr_c1 = Common::ProcessAddress(u64(info->si_addr) & ~Memory::YUZU_PAGEMASK);
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if (!(acc_size > 1 && (addr_c1 & Memory::YUZU_PAGEMASK) + acc_size > Memory::YUZU_PAGESIZE)) {
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if (memory.InvalidateNCE(addr_c1, Memory::YUZU_PAGESIZE))
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@@ -175,18 +175,11 @@ bool ArmNce::HandleGuestAccessFault(GuestContext* guest_ctx, void* raw_info, voi
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} else {
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// Corresponds to the 2nd page, this means the access is split between two pages
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auto const addr_c2 = (addr_c1 & ~Memory::YUZU_PAGEMASK) + Memory::YUZU_PAGESIZE;
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// Heres the stupid part, how the fuck do we decide if either the first
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// or second pages should be the ones to propagate the fault?
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if (memory.InvalidateNCE(addr_c1, Memory::YUZU_PAGESIZE))
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// we need both pages to successfully be invalidated -- otherwise we immediately
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// fall down to the sad path
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if (memory.InvalidateNCE(addr_c1, Memory::YUZU_PAGESIZE)
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&& memory.InvalidateNCE(addr_c2, Memory::YUZU_PAGESIZE))
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return true;
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// ... well my solution is stupid, but basically we just ignore the second page
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// IS THIS A REASONABLE SOLUTION? Absolutely. If we were to cross page boundaries
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// we would need to fetch our stuff from **somewhere**, by then it would
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// likely be too late to handle the "invalidate case".
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//
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// Or simply put, the architecture might expect us to invalidate the unaligned access
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// this should especially reflect on any game that had unaligned issues with JIT before.
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memory.InvalidateNCE(addr_c2, Memory::YUZU_PAGESIZE);
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}
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// We couldn't handle the access.
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return HandleFailedGuestFault(guest_ctx, raw_info, raw_context);
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