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PPU LLVM: Memory Consumption Enhancements #16537
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Maybe the proper solution would also require splitting huge executable files caches. |
I need testers to report the size of their EBOOT.BIN and its PPU LLVM module count for taxing games |
Removed all caches and started Resistance 1. It freezes at the the end of
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PES 2017 crashes to desktop after Compiling PPU Modules. It has 347 modules and the EBOOT.BIN is 16.996 KB. |
I don't know if this is relevant but FF XIII still crashes when applying PPU modules The game has 119 modules and the eboot is 8.150 KB |
I was thinking about adding a comment #16112 FFXIII has gone through ~3 or 4 regressions experiencing close to desktop on a clean cache. If the llvm cache version is bumped again then only older builds will be able to play for now. But it seems we can compile on the older build, update, and play just fine on the current master. |
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is that an issue we could see just at boot? or something that can occur during the game (e.g. access on unmapped memory etc.)? |
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Use blocks to get calls.
Do not mix module compilation with linking.
@Satan86 Can you upload log? I want to see the compilation stage of it. |
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I need someone to test the ARM build for 100+ modules games. |
@elad335 MacOS ARM build is fine? |
PPU LLVM's memory manager was not able to handle more than 512MB of data, but at same time instead of reporting an error on outage it reused memory buffers. This resulted in corrupted PPU LLVM cache files for affected titles.
Fixes PES games with their humongous executable file.
Fixes #11469 (you need to remove broken PPU LLVM and SPU LLVM cache)
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