When initializing a jsstr_inline_t with a len < 3, the size passed
for the allocation is smaller then the size of the structure
(as the later is rounded up to the alignment = 4 bytes).
GCC 12.2 complains about this when dereferencing the pointer to
the structure as the size passed for allocation is smaller than the
size of the structure.
The warning is fixed by using flexible array member in
jsstr_inline_t. Given the rounding behavior in memory allocation, this
should not change the size of allocated blocks.
Signed-off-by: Eric Pouech <eric.pouech(a)gmail.com>
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/876
Apex Legends game periodically (every 30 seconds) calls this function
with up to 22k virtual addresses. All but 1 of them is valid. Due to
amount of queries addresses, and cost of seek+read, this causes this
function to take up to about 50ms. So framerate drops from ~150 FPS to
20FPS for about a second.
As far as I can see, returning 0 entries from this function, still makes
Apex Legend work.
But keep code correct, and optimise it by:
1. Opening pagemap file once, and never closing it. This eliminates
repeated fopen/fseek/fread/fclose sequences, which helps even in queries
with small amount of virtual addresses.
2. Using pread, instead of seek+read.
3. Only performing pagemap read when the address is valid.
Future work might recognize continues pages in the query, and perform a
batch read of multiple pagemap entries, instead one page at a time, but
for now it is not necassary.
This change get_working_set_ex peek wall clock runtime from 57ms to
0.29ms.
Tested on Linux, but similar change done for the BSD part.
`Signed-off-by: Witold Baryluk <witold.baryluk(a)gmail.com>`
--
v12: ntdll: Keep pagemap file open after first use of NtQueryVirtualMemory(MemoryWorkingSetExInformation)
https://gitlab.winehq.org/wine/wine/-/merge_requests/852
Apex Legends game periodically (every 30 seconds) calls this function
with up to 22k virtual addresses. All but 1 of them is valid. Due to
amount of queries addresses, and cost of seek+read, this causes this
function to take up to about 50ms. So framerate drops from ~150 FPS to
20FPS for about a second.
As far as I can see, returning 0 entries from this function, still makes
Apex Legend work.
But keep code correct, and optimise it by:
1. Opening pagemap file once, and never closing it. This eliminates
repeated fopen/fseek/fread/fclose sequences, which helps even in queries
with small amount of virtual addresses.
2. Using pread, instead of seek+read.
3. Only performing pagemap read when the address is valid.
Future work might recognize continues pages in the query, and perform a
batch read of multiple pagemap entries, instead one page at a time, but
for now it is not necassary.
This change get_working_set_ex peek wall clock runtime from 57ms to
0.29ms.
Tested on Linux, but similar change done for the BSD part.
`Signed-off-by: Witold Baryluk <witold.baryluk(a)gmail.com>`
--
v11: ntdll: Keep pagemap file open after first use of NtQueryVirtualMemory(MemoryWorkingSetExInformation)
https://gitlab.winehq.org/wine/wine/-/merge_requests/852
Apex Legends game periodically (every 30 seconds) calls this function
with up to 22k virtual addresses. All but 1 of them is valid. Due to
amount of queries addresses, and cost of seek+read, this causes this
function to take up to about 50ms. So framerate drops from ~150 FPS to
20FPS for about a second.
As far as I can see, returning 0 entries from this function, still makes
Apex Legend work.
But keep code correct, and optimise it by:
1. Opening pagemap file once, and never closing it. This eliminates
repeated fopen/fseek/fread/fclose sequences, which helps even in queries
with small amount of virtual addresses.
2. Using pread, instead of seek+read.
3. Only performing pagemap read when the address is valid.
Future work might recognize continues pages in the query, and perform a
batch read of multiple pagemap entries, instead one page at a time, but
for now it is not necassary.
This change get_working_set_ex peek wall clock runtime from 57ms to
0.29ms.
Tested on Linux, but similar change done for the BSD part.
`Signed-off-by: Witold Baryluk <witold.baryluk(a)gmail.com>`
--
v10: ntdll: Keep pagemap file open after first use of NtQueryVirtualMemory(MemoryWorkingSetExInformation)
https://gitlab.winehq.org/wine/wine/-/merge_requests/852
Apex Legends game periodically (every 30 seconds) calls this function
with up to 22k virtual addresses. All but 1 of them is valid. Due to
amount of queries addresses, and cost of seek+read, this causes this
function to take up to about 50ms. So framerate drops from ~150 FPS to
20FPS for about a second.
As far as I can see, returning 0 entries from this function, still makes
Apex Legend work.
But keep code correct, and optimise it by:
1. Opening pagemap file once, and never closing it. This eliminates
repeated fopen/fseek/fread/fclose sequences, which helps even in queries
with small amount of virtual addresses.
2. Using pread, instead of seek+read.
3. Only performing pagemap read when the address is valid.
Future work might recognize continues pages in the query, and perform a
batch read of multiple pagemap entries, instead one page at a time, but
for now it is not necassary.
This change get_working_set_ex peek wall clock runtime from 57ms to
0.29ms.
Tested on Linux, but similar change done for the BSD part.
`Signed-off-by: Witold Baryluk <witold.baryluk(a)gmail.com>`
--
v9: ntdll: Keep pagemap file open after first use of NtQueryVirtualMemory(MemoryWorkingSetExInformation)
ntdll: Use pread in NtQueryVirtualMemory(MemoryWorkingSetExInformation)
ntdll: Do not use hardcoded page shift in NtQueryVirtualMemory(MemoryWorkingSetExInformation)
ntdll: Speed up NtQueryVirtualMemory(MemoryWorkingSetExInformation) by conditional page check
https://gitlab.winehq.org/wine/wine/-/merge_requests/852