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How destroy syscall work on PS3 is by waiting for an exclusive share of the LV2 object (after an unlocked EBUSY check) so it can mark its memory free for other objects. (unlike RPCS3 which does need precise memory efficiency and allows references to the LV2 object to exist after destruction)
sys_cond_wait and sys_lwcond_wait_queue both reference the cond object while waiting for mutex relock, and destroy syscall doesn't detect that with EBUSY. So it ends up waiting for PPUs completely exit the syscall and remove their references of the cond object before destruction as a side effect. Similar thing happens in lwmutex destroy syscall with that mechanism implmeneted there. This is unimplemented for cond destroy.
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Quick summary
How destroy syscall work on PS3 is by waiting for an exclusive share of the LV2 object (after an unlocked EBUSY check) so it can mark its memory free for other objects. (unlike RPCS3 which does need precise memory efficiency and allows references to the LV2 object to exist after destruction)
sys_cond_wait and sys_lwcond_wait_queue both reference the cond object while waiting for mutex relock, and destroy syscall doesn't detect that with EBUSY. So it ends up waiting for PPUs completely exit the syscall and remove their references of the cond object before destruction as a side effect. Similar thing happens in lwmutex destroy syscall with that mechanism implmeneted there. This is unimplemented for cond destroy.
Details
No response
Attach a log file
N/A
Attach capture files for visual issues
No response
System configuration
No response
Other details
No response
The text was updated successfully, but these errors were encountered: