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).
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.
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.
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.
To not have this environment variable accidently be enabled on arm64
native Wine games, we need to set it from inside of FEX.
Requires the FEX dlls to set them directly rather than launch scripts.
EL0 registers are readable without going through the registry, but we
were failing to populate this register, which was causing clzero to not
be supported.
This was causing a surprisingly high amount of branch mispredicts in
Death Stranding. Suspend doorbell is fairly rare so just invert the
check and move the target down out of the hot path. Then the doorbell
handling code will trampoline to the correct location still.
Allows WTF to work (mostly) with Wine by letting us VirtualName things,
and also allows madvise control of THP, which significantly cuts back
memory usage.
This works around the problem of Wine not giving us control of this by
using raw syscalls when wine is detected.
Based on top of #5362 so the THP disable controls are in.
rpmalloc is currently very aggressively configured which causes
significant reductions in resident memory over jemalloc.
In Bayonetta's title screen it went from 963MB down to 834MB resident.
There's no longer a distinction between AArch64 and x86 and everything
effectively falls under "Common" now. This means flattening the entire
structure just cleans it up.
NFC. (Although instcountCI will update because of a couple pointer
offsets changing)
Prevent suspension when flushing thread state to the WOW64 context
during BTCpuSetContext as suspension itself performs a flush. If
suspension were to occur halfway through FlushThreadStateContext then
the fact that the WOW64 context has been dirtied would be missed and the
new context would be partially overwritten with stale data from the FEX
thread state. Additionally if the context were to be dirtied by
suspension at any point during context merging in BTCpuSetContext the
input context could be lost.
Fixes occasional crashes when starting AC4.
Handling this safely requires blocking all compilation for the duration
of the read, as fault-based tracking doesn't work when wine's unix side
itself is the one performing the write into the RWX region (we cannot
catch unix faults).
Fixes a startup crash in Persona 5.
We have run out of EmulatorData slots on ARM64EC, so introduce this for
less-frequently accessed TLS data for which the additional cost doesn't
matter.
Theoretically, another thread could run after the reprotection but
before the invalidation, write some code and jump to it but end up
jumping to old code as the invalidation is yet to occur. Fix this by
locking the invalidation mutex, invalidating and only then reprotecting.