src: platform: Linux: Drop redundant PROT_NONE tracking in reserve paths
* Some UE4 games, such as The Pathless, reserve a 512 GiB virtual address range during libc startup.
Tracking every 4 KiB page causes a long delay and is unnecessary since the range is already PROT_NONE,
and untracked pages are treated as NoAccess.
Signed-off-by: Claxten <claxten10@gmail.com>
* macos: POSIX platform layer (host fault handler, virtual memory)
- hostException: Mach/POSIX signal-based host fault handler mirroring the
Windows vectored handler (SIGSEGV/SIGBUS/SIGILL), behind
'#elif defined(__APPLE__)'. Windows and Linux branches are untouched.
- sysLinuxVirtual: mach_vm_region-based is_mapped (no /proc/self/maps on
macOS), PTHREAD_MUTEX_NORMAL, and a MAP_FIXED carve-in-place allocator that
never leaves an unmapped hole for dyld/Rosetta/Metal to claim. All
__APPLE__-guarded; the original Linux allocator path is preserved verbatim.
- sysLinuxDbg/sysLinuxFileIO: libgen.h for basename(), and a POSIX
opendir/readdir implementation of SysFileGetDents (previously a stub).
* macos: guest kernel backing, threads, and POSIX libs
- memory/memoryAddressSpace: anonymous shm_open backing (macOS has no
memfd_create) and re-reserve-on-unmap so a guest MAP_FIXED remap never
destroys a host mapping (__APPLE__-guarded). Drops host <sys/mman.h> MAP_*
macros so the guest's constexpr MAP_* constants compile (no-op on Windows).
- pthread: undef the host PTHREAD_STACK_MIN macro; on non-Windows, pin the
stack-switch asm's guest rsp/rbp to callee-saved r14/r15 (the template
clobbers r12/r13); __APPLE__ no-op for the absent pthread_condattr_setclock.
The Windows stack-switch asm is byte-identical.
- network: define SOCKET/INVALID_SOCKET for the non-Windows paths (were
undefined at 20+ use sites), and rename the non-Windows kernel_clock_*
helpers to the CamelCase names the callers already use. Both repair the
shared non-Windows build. Integer reinterpret_cast -> static_cast.
* loader: pin stack-switch asm operands to callee-saved registers
RunEntry switches to the guest stack with an asm template that clobbers
r12/r13 before consuming its inputs. With plain "r" constraints the compiler
may place func/guest_rsp/guest_rbp into r12/r13, so 'callq *func' jumps
through the saved host rsp -- a latent miscompile on every platform that any
unrelated codegen change can trigger. Pin the inputs to rbx/r14/r15, which the
template never touches and the SysV callee preserves.
General correctness fix (not macOS-specific); the same fix is applied to
pthread RunOnGuestStack.
* macos: Vulkan/MoltenVK graphics enablement
- pageManager: GPU write-tracking via Mach VM queries + mprotect (mprotect
cannot report the previous protection, so the expected-old check is dropped),
thread id via pthread_mach_thread_np, 4 KB page-size check -- __APPLE__-guarded.
- shaders/renderDraw/vulkanWindow: MoltenVK lacks VK_EXT_color_write_enable,
VK_EXT_depth_clip_enable and depthBounds; fall back to static color-write
masks and default depth clipping, request VK_KHR_portability_subset, and
reuse the graphics queue for present when only one queue is exposed. Non-Apple
pipeline/extension setup is unchanged.
- window: optional borderless window (KYTY_BORDERLESS) to sidestep a Rosetta
NSException in macOS window chrome.
* graphics: macOS thread identity for region tracking
Region-ownership locks resolve the current thread via GetCurrentThreadId()
on Windows and EXIT elsewhere. Use the Mach thread port on macOS (nonzero
per-thread id; 0 stays the no-owner sentinel).
* macos: marshal AppKit window operations to the main thread
The present worker thread shows the window, updates its icon and title, and
recreates a lost Vulkan surface. AppKit traps with 'Must only be used from the
main thread' when these run off the main thread. Route them through a small
task queue drained by the SDL main loop (an SDL_USEREVENT wakes the loop when
it is blocked in SDL_WaitEvent). Title updates are fire-and-forget; showing
the window and surface recreation wait for completion.
Windows and Linux call the SDL functions directly, as before.
* build: ignore the _Build output directory
_Build is the conventional out-of-tree build location (only _Build/vscode-clang
was ignored); a stray git add could sweep build artifacts into a commit.
* macos: isolate stack-switch workaround
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
LOGF/LOGF_COLOR always ran fmt::sprintf even when the output was discarded; at
emulator log volume the formatting alone costs frames. Add Log::IsSilent() and
short-circuit before formatting. Behavior-preserving on all platforms (it only
skips work whose result is thrown away); before init it reports non-silent so
early logs still print.
(cherry picked from commit 1749e0fc68)
macOS compiles the existing POSIX/Linux code paths (KYTY_PLATFORM_LINUX)
targeting x86_64 under Rosetta 2. Adds an APPLE branch to the build:
selects Apple's ld64 linker, unsets the Ninja response-file forcing (Apple
ar has no @file support), derives the target arch from CMAKE_OSX_ARCHITECTURES
for cpuinfo/ffmpeg, and re-signs the binary post-build with JIT entitlements
(required to execute written trampolines and Rosetta-translated guest code).
All changes are guarded by if(APPLE); Windows and Linux configuration is
unchanged.
(cherry picked from commit 13be13b757)
Map paired PS5 depth-clip state through Vulkan pipeline creation and preserve asymmetric hard failures. Prepare GPU-mapped guest ranges before kernel file reads so buffer, texture, and alias ownership remains coherent. Add focused regression coverage and update the current launch target.