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Xenia-Canary/src/xenia/cpu/thread_state.cc

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4.9 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/cpu/thread_state.h"
#include <cstdlib>
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/threading.h"
#include "xenia/cpu/processor.h"
#include "xenia/xbox.h"
namespace xe {
namespace cpu {
thread_local ThreadState* thread_state_ = nullptr;
static void* AllocateContext() {
size_t granularity = xe::memory::allocation_granularity();
for (unsigned pos32 = 0x40; pos32 < 8192; ++pos32) {
/*
we want our register which points to the context to have 0xE0000000 in
the low 32 bits, for checking for whether we need the 4k offset, but also
if we allocate starting from the page before we allow backends to index
negatively to get to their own backend specific data, which makes full
use of int8 displacement
the downside is we waste most of one granula and probably a fair bit of
the one starting at 0xE0 by using a direct virtual memory allocation
instead of malloc
*/
uintptr_t context_pre =
((static_cast<uint64_t>(pos32) << 32) | 0xE0000000) - granularity;
void* p = memory::AllocFixed(
(void*)context_pre, granularity + sizeof(ppc::PPCContext),
memory::AllocationType::kReserveCommit, memory::PageAccess::kReadWrite);
if (p) {
return reinterpret_cast<char*>(p) +
granularity; // now we have a ctx ptr with the e0 constant in low,
// and one page allocated before it
}
}
assert_always("giving up on allocating context, likely leaking contexts");
return nullptr;
}
static void FreeContext(void* ctx) {
size_t granularity = xe::memory::allocation_granularity();
char* true_start_of_ctx =
&reinterpret_cast<char*>(ctx)[-static_cast<ptrdiff_t>(granularity)];
memory::DeallocFixed(true_start_of_ctx, granularity + sizeof(ppc::PPCContext),
memory::DeallocationType::kRelease);
}
ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
uint32_t stack_base, uint32_t pcr_address)
: processor_(processor),
memory_(processor->memory()),
thread_id_(thread_id) {
if (thread_id_ == UINT_MAX) {
// System thread. Assign the system thread ID with a high bit
// set so people know what's up.
uint32_t system_thread_handle = xe::threading::current_thread_system_id();
thread_id_ = 0x80000000 | system_thread_handle;
}
backend_data_ = processor->backend()->AllocThreadData();
// Allocate with 64b alignment.
context_ = reinterpret_cast<ppc::PPCContext*>(AllocateContext());
processor->backend()->InitializeBackendContext(context_);
assert_true(((uint64_t)context_ & 0x3F) == 0);
std::memset(context_, 0, sizeof(ppc::PPCContext));
// Stash pointers to common structures that callbacks may need.
context_->global_mutex = &xe::global_critical_region::mutex();
context_->virtual_membase = memory_->virtual_membase();
context_->physical_membase = memory_->physical_membase();
context_->processor = processor_;
context_->thread_state = this;
context_->thread_id = thread_id_;
// Set initial registers.
context_->r[1] = stack_base;
// constant register, used by hv only i think
context_->r[2] = 0x20000000;
context_->r[13] = pcr_address;
// VSCR - Vector Status and Control Register
// NJ bit (bit 16) = 1: Non-Java IEEE mode (default for Xbox 360)
context_->vscr_vec = vec128i(0, 0, 0, 0x00010000);
context_->msr = 0x9030; // dumped from a real 360, 0x8000
// this register can be used for arbitrary data according to the PPC docs
// but the suggested use is to mark which vector registers are in use, for
// faster save/restore it seems unlikely anything uses this, especially since
// we have way more than 32 vrs, but setting it to all ones seems closer to
// correct than 0
context_->vrsave = ~0u;
}
ThreadState::~ThreadState() {
if (backend_data_) {
processor_->backend()->FreeThreadData(backend_data_);
}
if (thread_state_ == this) {
thread_state_ = nullptr;
}
if (context_) {
processor_->backend()->DeinitializeBackendContext(context_);
FreeContext(reinterpret_cast<void*>(context_));
}
}
void ThreadState::Bind(ThreadState* thread_state) {
thread_state_ = thread_state;
}
ThreadState* ThreadState::Get() { return thread_state_; }
uint32_t ThreadState::GetThreadID() {
return thread_state_ ? thread_state_->thread_id_ : 0xFFFFFFFF;
}
} // namespace cpu
} // namespace xe