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1e93b0db19
This code originally tried to map the "low space" for the Gamecube's memory layout, but since has expanded to mapping all of the easily mappable memory on the system. Change the name to "GrabSHMSegment" to indicate that we're looking for a shared memory segment we can map into our process space.
59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "Common/CommonTypes.h"
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// This class lets you create a block of anonymous RAM, and then arbitrarily map views into it.
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// Multiple views can mirror the same section of the block, which makes it very convenient for emulating
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// memory mirrors.
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class MemArena
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{
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public:
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void GrabSHMSegment(size_t size);
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void ReleaseSHMSegment();
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void *CreateView(s64 offset, size_t size, void *base = nullptr);
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void ReleaseView(void *view, size_t size);
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// This only finds 1 GB in 32-bit
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static u8 *Find4GBBase();
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private:
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#ifdef _WIN32
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HANDLE hMemoryMapping;
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#else
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int fd;
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#endif
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};
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enum {
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MV_MIRROR_PREVIOUS = 1,
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MV_FAKE_VMEM = 2,
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MV_WII_ONLY = 4,
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};
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struct MemoryView
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{
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u8** out_ptr;
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u32 virtual_address;
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u32 size;
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u32 flags;
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void* mapped_ptr;
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void* view_ptr;
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u32 shm_position;
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};
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// Uses a memory arena to set up an emulator-friendly memory map according to
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// a passed-in list of MemoryView structures.
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u8 *MemoryMap_Setup(MemoryView *views, int num_views, u32 flags, MemArena *arena);
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void MemoryMap_Shutdown(MemoryView *views, int num_views, u32 flags, MemArena *arena);
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