With the previous stack leak fix, RUINER reduced its memory leaking down
to around 50MB/s. The remaining memory leaks come from the pthread stack
that we are required to allocate (128KB per thread) and some internal
DTV tracking structures.
The problems come in the fact that glibc/pthread only tears down its
internal state for these if the pthread function actually returns! We
can **technically** switch the initial stack over to a "user" stack but
that introduces more problems around internal dtv tracking that we
already fixed months ago, so we can't actually do that in practice.
This leaves us no choice, we effectively are mandated to return from the
pthread function in order to free the memory from glibc. The only way we
can safely do this is with a long jump and deferring some data structure
management until that case.
This is all incredibly sucky but it's necessary to work. With these
changes, RUINER is no longer leaking memory (Hovering at around 3GB used
while in-game) and even Steam is consuming less memory.
It doesn't solve the problem that thread creation and teardown could
likely be faster, but not many applications are creating 720
threads/second.
Fixes an issue where a thread that exits with the `exit` syscall never
actually frees its pivot stack. This is common practice and it was
missed when I was fixing the previous stack pivot leak.
This was uncovered when looking at the game
[RUINER](https://store.steampowered.com/agecheck/app/464060/?curator_clanid=4777282)
for timing bugs. Turns out the Linux build of the game creates and
destroys a VLC object every tick of the engine. Creating this VLC
object creates six threads behind the scenes. At what I assume the
default tick of the engine is of 120Hz(?) this would mean it is
attempting to create and destroy 720 threads per second, quickly
leading to memory exhaustion under FEX.
While this hits the biggest memory leak we have around thread creation,
this game is still hitting thread creation so hard that I can see other
leaks that I need to track down still.
In regular x86 programs, when a signal occurs, the signal will not be handled within the signal handler. However, under FEX's defer signal mechanism, the signal is not immediately masked when it is deferred. When returning to the location that receives the signal and continues processing, the signal might be received again, causing inconsistency between the emulation and the actual program.
Here is an unit test for this patch from ltp:
https://github.com/linux-test-project/ltp/blob/master/testcases/kernel/syscalls/timer_settime/timer_settime03.c
Instead of hardcoding the bogomips calculation, more closely match what
the Linux kernel does for bogomips. There are some applications out
there that use bogomips for silly timing calculations, so this is a
better version.
It is common practice for games to use CPUID as an instruction barrier
for various reasons. Ensure that we respect this by adding support for
an instruction barrier.
FEAT_ECV added a new synchronizing cycle counter instruction that
restrict speculation across the cycle counter access. Because it
restricts speculation, it effectively acts like an isb and load dsb.
Luckily for us, this actually matches behaviour for what rdtscp does, so
we can take advantage of it if the host supports FEAT_ECV.