There is a ELF note for this but currently clang doesn't support a
`no-gcs` flag. The best we can do is check if the kernel has GCS enabled
for the current process and early exit.
Then continue to use the kernel's locking functionality to disable it if
the guest happens to try, ensuring safety.
FEX should only set fpx_sw_bytes.magic1 with FP_XSTATE_MAGIC when
avx is enabled. Otherwise it may cause segfault in ntdll::save_context,
which requires access to extended xstate info if magic1 equals FP_XSTATE_MAGIC.
Signed-off-by: Changwei Miao <chanthmiao@outlook.com>
WINE uses this to determine TSC frequency and because it doesn't say
`tsc` on ARM devices, it was ignoring TSC and instead using CPU maximum
frequency.
This was causing Horizon to think the TSC ran at whatever the max
frequency of a core was (1.8Ghz to 2.6Ghz depending?) This was causing
all of Horizon Zero Dawn's physics to run at slower than real time
speeds because our 1Ghz (on Orion) TSC is significantly lower than the
max clock speeds of the cores.
This is still a bug in Wine that it is using the maximum CPU clock speed
in the case of current_clocksource not being TSC, but that's a battle
for a different time.
Previously, the first attempt to look up a FEXInterpreter would always
fail due to a missing path separator.
Additionally, fallback lookup now uses /proc/self/exe to find a path relative
to the FEXBash executable. The previous use of FindContainerPrefix does not
seem to be required anymore in current Steam versions.
This is now relative to the time of the first message. Furthermore, display
precision is limited to milliseconds (which are actually zero-padded now!).
Wine does some minimal attaching, peeking, poking, and detaching to have
a different process inspect another's TEB region. Ubisoft's launcher
does this to check if a debugger is attached and rejects it in the case
that it is.
While this implementation isn't all-encompassing, it is good enough for
this family of games.
Apparently I completely missed that cpuid, xgetbv, syscall,
l{u,}{div,rem} were failing to hit their optimized cases for inlining
and avoiding 128-bit software divide.
The divisions are a clear performance regression for 64-bit applications
since that is the only real way to do a 64-bit division on x86, I added
those specifically because it sped up games.
CPUID depends heavily on the game, since some games use that as a
serialization instruction fairly heavily.
XGETBV is trivial since it matches behaviour of CPUID (and is basically
an extension of it).
Syscall inlining can save a decent amount of time, again heavily depends
on game.
Adds multi-inst tests for all of these situations so that once it gets
fixed (Apparently broken once RCLSE got stripped out), we can see that
they keep working. Obviously tests couldn't have existed in instcountCI
before since we didn't support multi-instruction tests.
This is changes the interface of CodeBuffer to that of a partially persistent
data structure based on reference counting:
- Exactly one CodeBuffer is now designated as "active", which means data can
be *appended* to it
- Lossy modifications to the active CodeBuffer will not invalidate any data
in use by other threads, which enables save sharing across threads
- Instead, such lossy modifications trigger a new "version" of the data in
the modifying thread. Old versions of the CodeBuffer persist as read-only
data for use by the other threads.
- The other threads can update their version of the CodeBuffer. This will
decrease the reference count and eventually trigger deallocation of the
old version
This has been a bug that we have technically lived with ever since SMC
tracking was introduced. The problem boils down to the fact that memory
management syscalls from multiple threads can race our SMC tracking.
This was only uncovered due to recent changes in the Steam client where
downloading games has more aggressively started reallocating memory.
This causes Steam to oversubscribe the CPU by a small margin, causing
threads to context switch more heavily during memory management.
The strace that finally managed to capture this:
```
41574 munmap(0xba84e000, 724992 <unfinished ...>
<...>
41227 mmap(NULL, 540672, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -3, 0 <unfinished ...>
<...>
41574 <... munmap resumed>) = 0
<...>
41227 <... mmap resumed>) = 0xba87b000
```
While FEX's tracking linearly was:
```
mmap, 0xba87b000, 0x84000, 0x3, 0x22, 0xfffffffd, 0x0
munmap, 0xba84e000, 0xb1000
```
The way munmap and mmap perfectly interleave while getting context switched meant that the kernel's view of munmap then mmap didn't match our view of mmap completing first then munmap happening afterwards.
The kernel/strace is obviously the correct view in this instance.
This all comes down to how these threads are racing the VMA tracking
mutex after the syscall happens and not guaranteeing sequential
consistency that matches the kernel's view.
The only way to correct this sanely is to extend the locking period to
also encompass the syscalls getting executed. This is a bit tricky since
the VMA tracking needs to ensure that the lock is no longer held once
ThreadManager invalidation occurs so a callback to do the syscall
operation is about the only sane approach here. Luckily we now have
fextl::move_only_function.
Fixes consistent crashes with Steam game downloads (and maybe some
chromium crashes?)
This matches behaviour with the x86 host runner that RSP isn't
guaranteed to be set to a valid memory location. Make sure when running
tests on ARM that it gets the same behaviour.