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Increase Code Region Size to 4GiB
The code region's size was previously set at the same value as it is for 36-bit ASes, this value is inadequate for certain larger games and needed to be expanded. We've chosen 4GiB as the new value which should easily encompass all Switch games.
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@ -13,6 +13,7 @@ namespace skyline::kernel {
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}
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constexpr size_t RegionAlignment{1ULL << 21}; //!< The minimum alignment of a HOS memory region
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constexpr size_t CodeRegionSize{4ULL * 1024 * 1024 * 1024}; //!< The assumed maximum size of the code region (4GiB)
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void MemoryManager::InitializeVmm(memory::AddressSpaceType type) {
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switch (type) {
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@ -30,7 +31,7 @@ namespace skyline::kernel {
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case memory::AddressSpaceType::AddressSpace39Bit: {
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addressSpace.address = 0;
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addressSpace.size = 1UL << 39;
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base.size = 0x78000000 + 0x1000000000 + 0x180000000 + 0x80000000 + 0x1000000000; // Code region size is an assumed maximum here
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base.size = CodeRegionSize + 0x1000000000 + 0x180000000 + 0x80000000 + 0x1000000000;
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break;
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}
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@ -53,7 +54,7 @@ namespace skyline::kernel {
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start = util::HexStringToInt<u64>(std::string_view(maps.data() + maps.find_first_of('-', line) + 1, sizeof(u64) * 2));
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alignedStart = util::AlignUp(start, RegionAlignment);
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if (alignedStart + base.size > addressSpace.size)
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if (alignedStart + base.size > addressSpace.size) // We don't want to map past the end of the address space
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break;
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} while ((line = maps.find_first_of('\n', line)) != std::string::npos && line++);
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@ -121,7 +122,7 @@ namespace skyline::kernel {
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auto newSize{code.size + alias.size + stack.size + heap.size + ((addressSpace.size == 1UL << 39) ? tlsIo.size : 0)};
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if (newSize > base.size)
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throw exception("Region size has exceeded pre-allocated area: 0x{:X}/0x{:X}", newSize, base.size);
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throw exception("Guest VMM size has exceeded host carveout size: 0x{:X}/0x{:X} (Code: 0x{:X}/0x{:X})", newSize, base.size, code.size, CodeRegionSize);
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if (newSize != base.size)
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munmap(reinterpret_cast<u8 *>(base.address) + base.size, newSize - base.size);
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