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15 changes: 15 additions & 0 deletions runtime/src/boot_state.c
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ extern uint8_t* memory_get_scratchpad_ptr(void);
extern uint32_t dirty_ram_get_bitmap_word(uint32_t word_index);
extern uint32_t dirty_ram_get_bitmap_word_count(void);
extern void dirty_ram_set_bitmap_words(const uint32_t* words, uint32_t count);
extern void dirty_ram_invalidate_code_caches(void);
extern uint32_t i_stat;
extern uint32_t i_mask;
extern uint64_t psx_cycle_count;
Expand Down Expand Up @@ -277,6 +278,20 @@ static int apply_section(uint32_t tag, const uint8_t* p, uint32_t len,
{
extern void psx_kernel_bless_note_range(uint32_t phys, uint32_t l);
psx_kernel_bless_note_range(0, RAM_SIZE);
/* Replacing all of RAM can change code identity at any address
* without any page making a clean->dirty transition, so caches
* that key on the RAM code generation would keep serving verdicts
* derived from the PREVIOUS contents. The overlay loader's
* negative cache is the damaging one: it short-circuits dispatch
* before rediscovery, so a stale "no native owner" entry pins an
* address to the wrong implementation for the rest of the run.
* Symptom when this was missing: loading a gameplay state into a
* process that had not itself entered that stage restored RAM
* perfectly and kept running at 60fps, but the player stood
* frozen -- his overlay-resident movement code was never selected
* -- while the rest of the scene animated normally. */
extern void dirty_ram_invalidate_code_caches(void);
dirty_ram_invalidate_code_caches();
}
return 1;
case BS_SEC_SPAD:
Expand Down
26 changes: 26 additions & 0 deletions runtime/src/memory.c
Original file line number Diff line number Diff line change
Expand Up @@ -560,10 +560,36 @@ uint32_t dirty_ram_get_bitmap_word_count(void) {
return DIRTY_RAM_BITMAP_WORDS;
}

void dirty_ram_invalidate_code_caches(void);

void dirty_ram_set_bitmap_words(const uint32_t* words, uint32_t count) {
if (count > DIRTY_RAM_BITMAP_WORDS) count = DIRTY_RAM_BITMAP_WORDS;
for (uint32_t i = 0; i < count; i++)
dirty_ram_bitmap[i] = words[i];
/* Wholesale bitmap replacement changes which addresses are RAM-resident
* code, so every cached per-PC classification is now potentially wrong.
* The per-page mark path bumps the generation on its clean->dirty edge;
* this path bypasses it, so bump explicitly. */
dirty_ram_invalidate_code_caches();
}

/* Invalidate every consumer that caches a per-PC classification of RAM
* instructions. Bumping the generation is sufficient by construction: each
* cache stores the generation it was derived under and re-derives on
* mismatch (the interpreter's widescreen site caches, and the overlay
* loader's negative "no native owner" cache, which otherwise short-circuits
* dispatch before it would ever re-discover the correct overlay).
*
* This exists for bulk RAM writes that are NOT ordinary guest stores --
* savestate restore above all. A savestate replaces all 2 MB at once, so
* code identity can change completely while no page ever makes a
* clean->dirty transition and no executable range is marked. Without this,
* a loaded state keeps executing whatever the host already believed was
* resident: observed as a restored player standing frozen while the rest of
* the scene animated, because the overlay-resident movement code was never
* re-selected. */
void dirty_ram_invalidate_code_caches(void) {
g_dirty_ram_code_gen++;
}

/* ---- Inc3: watched overlay pages + per-page generation counters ---------
Expand Down
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