static const uint64_t kAArch64_ShadowOffset64 = 1ULL << 36;
static const uint64_t kFreeBSD_ShadowOffset32 = 1ULL << 30;
static const uint64_t kFreeBSD_ShadowOffset64 = 1ULL << 46;
+static const uint64_t kPS4CPU_ShadowOffset64 = 1ULL << 40;
static const uint64_t kWindowsShadowOffset32 = 3ULL << 28;
// The shadow memory space is dynamically allocated.
static const uint64_t kWindowsShadowOffset64 = kDynamicShadowSentinel;
bool IsAndroid = TargetTriple.isAndroid();
bool IsIOS = TargetTriple.isiOS() || TargetTriple.isWatchOS();
bool IsFreeBSD = TargetTriple.isOSFreeBSD();
+ bool IsPS4CPU = TargetTriple.isPS4CPU();
bool IsLinux = TargetTriple.isOSLinux();
bool IsPPC64 = TargetTriple.getArch() == llvm::Triple::ppc64 ||
TargetTriple.getArch() == llvm::Triple::ppc64le;
Mapping.Offset = kSystemZ_ShadowOffset64;
else if (IsFreeBSD)
Mapping.Offset = kFreeBSD_ShadowOffset64;
+ else if (IsPS4CPU)
+ Mapping.Offset = kPS4CPU_ShadowOffset64;
else if (IsLinux && IsX86_64) {
if (IsKasan)
Mapping.Offset = kLinuxKasan_ShadowOffset64;
// offset is not necessary 1/8-th of the address space. On SystemZ,
// we could OR the constant in a single instruction, but it's more
// efficient to load it once and use indexed addressing.
- Mapping.OrShadowOffset = !IsAArch64 && !IsPPC64 && !IsSystemZ
- && !(Mapping.Offset & (Mapping.Offset - 1))
- && Mapping.Offset != kDynamicShadowSentinel;
+ Mapping.OrShadowOffset = !IsAArch64 && !IsPPC64 && !IsSystemZ && !IsPS4CPU &&
+ !(Mapping.Offset & (Mapping.Offset - 1)) &&
+ Mapping.Offset != kDynamicShadowSentinel;
return Mapping;
}
--- /dev/null
+; RUN: opt < %s -asan -asan-module -S -mtriple=x86_64-scei-ps4 | FileCheck %s
+
+define i32 @read_4_bytes(i32* %a) sanitize_address {
+entry:
+ %tmp1 = load i32, i32* %a, align 4
+ ret i32 %tmp1
+}
+
+; CHECK: @read_4_bytes
+; CHECK-NOT: ret
+; Check for ASAN's Offset on the PS4 (2^40 or 0x10000000000)
+; CHECK: lshr {{.*}} 3
+; CHECK-NEXT: {{1099511627776}}
+; CHECK: ret