Instead of burning roughly a million watts, put this spinloop on a WFE.
This tends to occur on a crash during shutdown that isn't fully able to
be avoided. The least we can do is not consume all the power in the
world.
The lazy code loading refactor replaced LoadData with the new
LoadCache/EnableLoadedSection API but left the Windows path as TODOs.
Implement the wiring: LoadAOTImages now calls LoadCache +
RegisterMappedCodeBuffer for each mapped cache file, and HandleImageMap
calls EnableLoadedSection (with nullptr thread since lazy mapping is not
yet implemented on Windows).
`DetermineVASize` does not return the size of VA, but the number of bits
it can use. Change the naming to make it more self explanatory.
In the mean time also move `HostVASize` global into `GetHostVABits`
since it is not and should not be used directly.
This was accidentally setting `CurrentSize` instead of just returning
the newly allocated size to the frontend. This was causing the frontend
to then fail to detect the reallocation actually occured and no longer
get stats for new threads.
Also happened to not use `NewSize` but instead `CurrentSize * 2` which
didn't matter as it matched the growth pattern, but was technically
incorrect.
Fixes SHM stats since the introduction of the unixlib, ezpz.
We really don't want to do this, but in the case that the AF_UNIX path
is longer than the 108-byte limit that sun_path provides we don't really
have a choice. The alternative choice would be to switch /entirely/ away
from AF_UNIX and instead use pipes. We need a bandage fix for now, so
throw the socket in to a temp folder if the path is too long.
CPUFeature detection is marginally different between Linux and Windows.
FOC was only using the Linux path which had two broken things happening
to it.
- Feature detection was incorrect and enabling/disabling features
differently from wow64/arm64ec .dll files
- HostType was being set as Linux even though it was generating code for
WINE
Ensure that when built for Win32 that it uses the correct feature
fetching.
One thing that is still incorrect is that 64-bit or 32-bit is determined
at compile time on win32, whereas the Linux side parses an ELF and
determines bitness at runtime. This doesn't fix that remaining problem
there.
Centralizes all the nasty behaviour that will end up breaking when WINE
eventually turns on userspace syscall dispatch. Pushes all of the logic
in to the UnixLib. Support both paths until everyone is migrated to
supporting the UnixLib, then we can delete the bit of code duplication
between the PE side and UnixLib side.
Helpful that everything that gets punched through the UnixLib is
optional, so worst case some optional bits can break for a while.
This was handled in both the Module.cpp files and also the common
TSOHandlerConfig on accident. Wouldn't have caused an issue but it was
definitely a bit weird.
Including fallback to non-unixlib path because we need to support both.
Showcases how these are going to be implemented without throwing the
entire world at it right away. Next PR will be implementing the
remaining four necessary unixlib handlers that we will require:
- Kernel unaligned atomic control
- shm_stats thing
- madvise operation
- prctl vma naming
Currently does nothing other than load it (as the library also doesn't
do anything yet). Ensured it was working by temporarily creating a test
entrypoint and doing `Call` on to it.
Next step after this is to reimplement some of the nasty hacks FEX is
doing inside the unixlib code itself.
Newer WINE has a better mechanism for asking to load unix libraries.
Older WINE like what is in Proton doesn't have this yet. Add definitions
for both so we can try either one.
We are going to need a unix library. Going to take this one step at a
time without AI/ML so I fully understand all the pieces of the puzzle,
and to ensure we don't lose any functionality before we're ready.
This only ensures that we are building the Linux facing .so files for
arm64ec and wow64, but they are empty today. Next PR will be
initializing it on the PE side.
Because these compile options change codegen, we need to make sure these
are runtime selected rather than compile-time selected. Will reduce
code-cache variance.
Implements an offline JIT compiler backend that compiles x86 code blocks
from a given code map into an ARM64 code cache on Windows. Separate
binaries are built for WOW64 (32-bit) and ARM64EC (64-bit) targets.
NOTE: This patch originally added a separate binary; instead the new
functionality is added to the existing FEXOfflineCompiler and will
be properly integrated in the next patches.
This operation will take care of any pending code cache operations:
* import new code maps from `CACHE_DIR/codemap/new` and process them to `CACHE_DIR/codemap/ready`
* generate caches for updated code maps with new blocks
* ensure caches already exist for all other code maps (and generate them if needed)
We can merge the lsr+and in to a single lsr by 18 and then use ldr with
LSL of 3 to accomplish the same result. Modern Cortex doesn't even
generate an additional integer pipeline uop for this ldr+lsl instruction
anymore.
We were accidentally allocating some things without this flag and it was
causing us to dump memory in to the lower 32-bits on arm64ec.
This was causing the game
[Below](https://store.steampowered.com/app/250680/BELOW/) to run out of
memory to allocate for its LUA JIT and causes it to crash.