cefc37a553
* BufferUtils: use naive function pointer on Apple arm64 Use naive function pointer on Apple arm64 because ASLR breaks asmjit. See BufferUtils.cpp comment for explanation on why this happens and how to fix if you want to use asmjit. * build-macos: fix source maps for Mac Tell Qt not to strip debug symbols when we're in debug or relwithdebinfo modes. * LLVM PPU: fix aarch64 on macOS Force MachO on macOS to fix LLVM being unable to patch relocations during codegen. Adds Aarch64 NEON intrinsics for x86 intrinsics used by PPUTranslator/Recompiler. * virtual memory: use 16k pages on aarch64 macOS Temporary hack to get things working by using 16k pages instead of 4k pages in VM emulation. * PPU/SPU: fix NEON intrinsics and compilation for arm64 macOS Fixes some intrinsics usage and patches usages of asmjit to properly emit absolute jmps so ASLR doesn't cause out of bounds rel jumps. Also patches the SPU recompiler to properly work on arm64 by telling LLVM to target arm64. * virtual memory: fix W^X toggles on macOS aarch64 Fixes W^X on macOS aarch64 by setting all JIT mmap'd regions to default to RW mode. For both SPU and PPU execution threads, when initialization finishes we toggle to RX mode. This exploits Apple's per-thread setting for RW/RX to let us be technically compliant with the OS's W^X enforcement while not needing to actually separate the memory allocated for code/data. * PPU: implement aarch64 specific functions Implements ppu_gateway for arm64 and patches LLVM initialization to use the correct triple. Adds some fixes for macOS W^X JIT restrictions when entering/exiting JITed code. * PPU: Mark rpcs3 calls as non-tail Strictly speaking, rpcs3 JIT -> C++ calls are not tail calls. If you call a function inside e.g. an L2 syscall, it will clobber LR on arm64 and subtly break returns in emulated code. Only JIT -> JIT "calls" should be tail. * macOS/arm64: compatibility fixes * vm: patch virtual memory for arm64 macOS Tag mmap calls with MAP_JIT to allow W^X on macOS. Fix mmap calls to existing mmap'd addresses that were tagged with MAP_JIT on macOS. Fix memory unmapping on 16K page machines with a hack to mark "unmapped" pages as RW. * PPU: remove wrong comment * PPU: fix a merge regression * vm: remove 16k page hacks * PPU: formatting fixes * PPU: fix arm64 null function assembly * ppu: clean up arch-specific instructions |
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.ci | ||
.github | ||
3rdparty | ||
bin | ||
buildfiles | ||
darwin/util | ||
llvm@5521155be5 | ||
llvm_build | ||
rpcs3 | ||
Utilities | ||
.cirrus.yml | ||
.clang-format | ||
.editorconfig | ||
.gdbinit | ||
.gitignore | ||
.gitmodules | ||
azure-pipelines.yml | ||
BUILDING.md | ||
CMakeLists.txt | ||
git-clang-format | ||
LICENSE | ||
objdump.cpp | ||
pre-commit.readme | ||
README.md | ||
rpcs3.sln | ||
usertype.dat |
RPCS3
The world's first free and open-source PlayStation 3 emulator/debugger, written in C++ for Windows and Linux.
You can find some basic information on our website. Game info is being populated on the Wiki. For discussion about this emulator, PS3 emulation, and game compatibility reports, please visit our forums and our Discord server.
Support Lead Developers Nekotekina and kd-11 on Patreon
Contributing
If you want to help the project but do not code, the best way to help out is to test games and make bug reports. See:
If you want to contribute as a developer, please take a look at the following pages:
You should also contact any of the developers in the forums or in the Discord server to learn more about the current state of the emulator.
Building
See BUILDING.md for more information about how to setup an environment to build RPCS3.
Running
Check our friendly quickstart guide to make sure your computer meets the minimum system requirements to run RPCS3.
Don't forget to have your graphics driver up to date and to install the Visual C++ Redistributable Packages for Visual Studio 2019 if you are a Windows user.
License
Most files are licensed under the terms of GNU GPL-2.0-only License; see LICENSE file for details. Some files may be licensed differently; check appropriate file headers for details.