Ryujinx-uplift/Ryujinx.Common/Memory
riperiperi 14ce9e1567
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
2022-07-29 19:16:29 -03:00
..
PartialUnmaps Move partial unmap handler to the native signal handler (#3437) 2022-07-29 19:16:29 -03:00
ArrayPtr.cs New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Box.cs time: Make TimeZoneRule blittable and avoid copies (#3361) 2022-06-24 19:04:57 +02:00
IArray.cs New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
Ptr.cs New NVDEC and VIC implementation (#1384) 2020-07-12 05:07:01 +02:00
StructArrayHelpers.cs Separate GPU engines and make state follow official docs (part 1/2) (#2422) 2021-07-07 20:56:06 -03:00
StructByteArrayHelpers.cs hle: Make Ryujinx.HLE project entirely safe (#2789) 2021-11-01 19:38:13 -03:00