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@ -117,7 +117,7 @@ void Process::Run(VAddr entry_point, s32 main_thread_priority, u32 stack_size) {
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vm_manager
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.MapMemoryBlock(Memory::HEAP_VADDR_END - stack_size,
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std::make_shared<std::vector<u8>>(stack_size, 0), 0, stack_size,
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MemoryState::Locked)
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MemoryState::Heap)
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.Unwrap();
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misc_memory_used += stack_size;
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memory_region->used += stack_size;
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@ -148,7 +148,7 @@ void Process::LoadModule(SharedPtr<CodeSet> module_, VAddr base_addr) {
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};
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// Map CodeSet segments
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MapSegment(module_->code, VMAPermission::ReadWrite, MemoryState::Private);
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MapSegment(module_->code, VMAPermission::ReadExecute, MemoryState::Code);
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MapSegment(module_->rodata, VMAPermission::Read, MemoryState::Static);
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MapSegment(module_->data, VMAPermission::ReadWrite, MemoryState::Static);
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}
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@ -193,7 +193,7 @@ ResultVal<VAddr> Process::HeapAllocate(VAddr target, u32 size, VMAPermission per
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ASSERT(heap_end - heap_start == heap_memory->size());
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CASCADE_RESULT(auto vma, vm_manager.MapMemoryBlock(target, heap_memory, target - heap_start,
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size, MemoryState::Private));
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size, MemoryState::Heap));
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vm_manager.Reprotect(vma, perms);
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heap_used += size;
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@ -223,40 +223,8 @@ ResultCode Process::HeapFree(VAddr target, u32 size) {
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}
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ResultVal<VAddr> Process::LinearAllocate(VAddr target, u32 size, VMAPermission perms) {
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auto& linheap_memory = memory_region->linear_heap_memory;
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VAddr heap_end = GetLinearHeapBase() + (u32)linheap_memory->size();
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// Games and homebrew only ever seem to pass 0 here (which lets the kernel decide the address),
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// but explicit addresses are also accepted and respected.
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if (target == 0) {
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target = heap_end;
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}
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if (target < GetLinearHeapBase() || target + size > GetLinearHeapLimit() || target > heap_end ||
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target + size < target) {
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return ERR_INVALID_ADDRESS;
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}
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// Expansion of the linear heap is only allowed if you do an allocation immediately at its
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// end. It's possible to free gaps in the middle of the heap and then reallocate them later,
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// but expansions are only allowed at the end.
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if (target == heap_end) {
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linheap_memory->insert(linheap_memory->end(), size, 0);
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vm_manager.RefreshMemoryBlockMappings(linheap_memory.get());
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}
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// TODO(yuriks): As is, this lets processes map memory allocated by other processes from the
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// same region. It is unknown if or how the 3DS kernel checks against this.
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size_t offset = target - GetLinearHeapBase();
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CASCADE_RESULT(auto vma, vm_manager.MapMemoryBlock(target, linheap_memory, offset, size,
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MemoryState::Continuous));
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vm_manager.Reprotect(vma, perms);
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linear_heap_used += size;
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memory_region->used += size;
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return MakeResult<VAddr>(target);
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UNIMPLEMENTED();
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return {};
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}
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ResultCode Process::LinearFree(VAddr target, u32 size) {
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