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121 lines
3.9 KiB
C++
121 lines
3.9 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstddef>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/DynamicLibrary.h"
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namespace Common
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{
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#ifdef _WIN32
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struct WindowsMemoryRegion;
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#endif
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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
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// emulating memory mirrors.
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class MemArena final
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{
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public:
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MemArena();
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~MemArena();
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MemArena(const MemArena&) = delete;
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MemArena(MemArena&&) = delete;
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MemArena& operator=(const MemArena&) = delete;
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MemArena& operator=(MemArena&&) = delete;
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///
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/// Allocate the singular memory segment handled by this MemArena. This will be the actual
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/// 'physical' available memory for this arena. After allocation, it can be interacted with using
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/// CreateView() and ReleaseView(). Used to make a mappable region for emulated memory.
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///
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/// @param size The amount of bytes that should be allocated in this region.
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///
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void GrabSHMSegment(size_t size);
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///
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/// Release the memory segment previously allocated with GrabSHMSegment().
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/// Should not be called before all views have been released.
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///
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void ReleaseSHMSegment();
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///
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/// Map a memory region in the memory segment previously allocated with GrabSHMSegment().
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///
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/// @param offset Offset within the memory segment to map at.
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/// @param size Size of the region to map.
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///
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/// @return Pointer to the memory region, or nullptr on failure.
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///
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void* CreateView(s64 offset, size_t size);
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///
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/// Unmap a memory region previously mapped with CreateView().
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/// Should not be called on a view that is still mapped into the virtual memory region.
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///
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/// @param view Pointer returned by CreateView().
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/// @param size Size passed to the corresponding CreateView() call.
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///
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void ReleaseView(void* view, size_t size);
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///
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/// Reserve the singular 'virtual' memory region handled by this MemArena. This is used to create
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/// our 'fastmem' memory area for the emulated game code to access directly.
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///
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/// @param memory_size Size in bytes of the memory region to reserve.
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///
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/// @return Pointer to the memory region, or nullptr on failure.
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///
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u8* ReserveMemoryRegion(size_t memory_size);
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///
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/// Release the memory region previously reserved with ReserveMemoryRegion().
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/// Should not be called while any memory region is still mapped.
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///
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void ReleaseMemoryRegion();
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///
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/// Map a section from the memory segment previously allocated with GrabSHMSegment()
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/// into the region previously reserved with ReserveMemoryRegion().
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///
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/// @param offset Offset within the memory segment previous allocated by GrabSHMSegment() to map
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/// from.
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/// @param size Size of the region to map.
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/// @param base Address within the memory region from ReserveMemoryRegion() where to map it.
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///
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/// @return The address we actually ended up mapping, which should be the given 'base'.
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///
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void* MapInMemoryRegion(s64 offset, size_t size, void* base);
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///
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/// Unmap a memory region previously mapped with MapInMemoryRegion().
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///
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/// @param view Pointer returned by MapInMemoryRegion().
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/// @param size Size passed to the corresponding MapInMemoryRegion() call.
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///
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void UnmapFromMemoryRegion(void* view, size_t size);
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private:
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#ifdef _WIN32
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WindowsMemoryRegion* EnsureSplitRegionForMapping(void* address, size_t size);
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bool JoinRegionsAfterUnmap(void* address, size_t size);
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std::vector<WindowsMemoryRegion> m_regions;
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void* m_reserved_region = nullptr;
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void* m_memory_handle = nullptr;
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Common::DynamicLibrary m_kernel32_handle;
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Common::DynamicLibrary m_api_ms_win_core_memory_l1_1_6_handle;
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void* m_address_UnmapViewOfFileEx = nullptr;
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void* m_address_VirtualAlloc2 = nullptr;
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void* m_address_MapViewOfFile3 = nullptr;
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#else
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int fd;
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#endif
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};
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} // namespace Common
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