Huge set of performance improvements, combined with an architecture specific build and clang-cl users have reported absurd gains over master for some gains, in the range 50%-90%
But for normal msvc builds i would put it at around 30-50% Added per-xexmodule caching of information per instruction, can be used to remember what code needs compiling at start up Record what guest addresses wrote mmio and backpropagate that to future runs, eliminating dependence on exception trapping. this makes many games like h3 actually tolerable to run under a debugger fixed a number of errors where temporaries were being passed by reference/pointer Can now be compiled with clang-cl 14.0.1, requires -Werror off though and some other solution/project changes. Added macros wrapping compiler extensions like noinline, forceinline, __expect, and cold. Removed the "global lock" in guest code completely. It does not properly emulate the behavior of mfmsrd/mtmsr and it seriously cripples amd cpus. Removing this yielded around a 3x speedup in Halo Reach for me. Disabled the microprofiler for now. The microprofiler has a huge performance cost associated with it. Developers can re-enable it in the base/profiling header if they really need it Disable the trace writer in release builds. despite just returning after checking if the file was open the trace functions were consuming about 0.60% cpu time total Add IsValidReg, GetRegisterInfo is a huge (about 45k) branching function and using that to check if a register was valid consumed a significant chunk of time Optimized RingBuffer::ReadAndSwap and RingBuffer::read_count. This gave us the largest overall boost in performance. The memcpies were unnecessary and one of them was always a no-op Added simplification rules for multiplicative patterns like (x+x), (x<<1)+x For the most frequently called win32 functions i added code to call their underlying NT implementations, which lets us skip a lot of MS code we don't care about/isnt relevant to our usecases ^this can be toggled off in the platform_win header handle indirect call true with constant function pointer, was occurring in h3 lookup host format swizzle in denser array by default, don't check if a gpu register is unknown, instead just check if its out of range. controlled by a cvar ^looking up whether its known or not took approx 0.3% cpu time Changed some things in /cpu to make the project UNITYBUILD friendly The timer thread was spinning way too much and consuming a ton of cpu, changed it to use a blocking wait instead tagged some conditions as XE_UNLIKELY/LIKELY based on profiler feedback (will only affect clang builds) Shifted around some code in CommandProcessor::WriteRegister based on how frequently it was executed added support for docdecaduple precision floating point so that we can represent our performance gains numerically tons of other stuff im probably forgetting
This commit is contained in:
@@ -7,19 +7,49 @@
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******************************************************************************
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*/
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#include <winternl.h>
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#include "xenia/base/assert.h"
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#include "xenia/base/chrono_steady_cast.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/platform_win.h"
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#include "xenia/base/threading.h"
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#include "xenia/base/threading_timer_queue.h"
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#define LOG_LASTERROR() \
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{ XELOGI("Win32 Error 0x{:08X} in " __FUNCTION__ "(...)", GetLastError()); }
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#if defined(__clang__)
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// chrispy: i do not understand why this is an error for clang here
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// something about the quoted __FUNCTION__ freaks it out (clang 14.0.1)
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#define LOG_LASTERROR() \
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do { \
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XELOGI("Win32 Error 0x{:08X} in {} (...)", GetLastError(), __FUNCTION__); \
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} while (false)
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#else
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#define LOG_LASTERROR() \
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do { \
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XELOGI("Win32 Error 0x{:08X} in " __FUNCTION__ "(...)", GetLastError()); \
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} while (false)
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#endif
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typedef HANDLE (*SetThreadDescriptionFn)(HANDLE hThread,
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PCWSTR lpThreadDescription);
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// sys function for ntyieldexecution, by calling it we sidestep
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// RtlGetCurrentUmsThread
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XE_NTDLL_IMPORT(NtYieldExecution, cls_NtYieldExecution,
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NtYieldExecutionPointer);
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// sidestep the activation context/remapping special windows handles like stdout
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XE_NTDLL_IMPORT(NtWaitForSingleObject, cls_NtWaitForSingleObject,
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NtWaitForSingleObjectPointer);
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XE_NTDLL_IMPORT(NtSetEvent, cls_NtSetEvent, NtSetEventPointer);
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// difference between NtClearEvent and NtResetEvent is that NtResetEvent returns
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// the events state prior to the call, but we dont need that. might need to
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// check whether one or the other is faster in the kernel though yeah, just
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// checked, the code in ntoskrnl is way simpler for clearevent than resetevent
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XE_NTDLL_IMPORT(NtClearEvent, cls_NtClearEvent, NtClearEventPointer);
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XE_NTDLL_IMPORT(NtPulseEvent, cls_NtPulseEvent, NtPulseEventPointer);
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// heavily called, we dont skip much garbage by calling this, but every bit
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// counts
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XE_NTDLL_IMPORT(NtReleaseSemaphore, cls_NtReleaseSemaphore,
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NtReleaseSemaphorePointer);
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namespace xe {
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namespace threading {
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@@ -80,7 +110,13 @@ void set_name(const std::string_view name) {
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}
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void MaybeYield() {
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#if defined(XE_USE_NTDLL_FUNCTIONS)
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NtYieldExecutionPointer.invoke();
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#else
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SwitchToThread();
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#endif
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// memorybarrier is really not necessary here...
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MemoryBarrier();
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}
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@@ -134,8 +170,26 @@ class Win32Handle : public T {
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WaitResult Wait(WaitHandle* wait_handle, bool is_alertable,
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std::chrono::milliseconds timeout) {
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HANDLE handle = wait_handle->native_handle();
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DWORD result = WaitForSingleObjectEx(handle, DWORD(timeout.count()),
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is_alertable ? TRUE : FALSE);
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DWORD result;
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DWORD timeout_dw = DWORD(timeout.count());
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BOOL bAlertable = is_alertable ? TRUE : FALSE;
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// todo: we might actually be able to use NtWaitForSingleObject even if its
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// alertable, just need to study whether
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// RtlDeactivateActivationContextUnsafeFast/RtlActivateActivationContext are
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// actually needed for us
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#if XE_USE_NTDLL_FUNCTIONS == 1
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if (bAlertable) {
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result = WaitForSingleObjectEx(handle, timeout_dw, bAlertable);
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} else {
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LARGE_INTEGER timeout_big;
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timeout_big.QuadPart = -10000LL * static_cast<int64_t>(timeout_dw);
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result = NtWaitForSingleObjectPointer.invoke<NTSTATUS>(
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handle, bAlertable, timeout_dw == INFINITE ? nullptr : &timeout_big);
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}
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#else
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result = WaitForSingleObjectEx(handle, timeout_dw, bAlertable);
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#endif
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switch (result) {
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case WAIT_OBJECT_0:
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return WaitResult::kSuccess;
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@@ -178,7 +232,9 @@ std::pair<WaitResult, size_t> WaitMultiple(WaitHandle* wait_handles[],
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size_t wait_handle_count,
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bool wait_all, bool is_alertable,
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std::chrono::milliseconds timeout) {
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std::vector<HANDLE> handles(wait_handle_count);
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std::vector<HANDLE> handles(
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wait_handle_count); // max handles is like 64, so it would make more
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// sense to just do a fixed size array here
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for (size_t i = 0; i < wait_handle_count; ++i) {
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handles[i] = wait_handles[i]->native_handle();
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}
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@@ -208,9 +264,16 @@ class Win32Event : public Win32Handle<Event> {
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public:
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explicit Win32Event(HANDLE handle) : Win32Handle(handle) {}
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~Win32Event() override = default;
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#if XE_USE_NTDLL_FUNCTIONS == 1
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void Set() override { NtSetEventPointer.invoke(handle_, nullptr); }
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void Reset() override { NtClearEventPointer.invoke(handle_); }
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void Pulse() override { NtPulseEventPointer.invoke(handle_, nullptr); }
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#else
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void Set() override { SetEvent(handle_); }
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void Reset() override { ResetEvent(handle_); }
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void Pulse() override { PulseEvent(handle_); }
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#endif
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};
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std::unique_ptr<Event> Event::CreateManualResetEvent(bool initial_state) {
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@@ -220,6 +283,7 @@ std::unique_ptr<Event> Event::CreateManualResetEvent(bool initial_state) {
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return std::make_unique<Win32Event>(handle);
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} else {
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LOG_LASTERROR();
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return nullptr;
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}
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}
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@@ -240,10 +304,15 @@ class Win32Semaphore : public Win32Handle<Semaphore> {
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explicit Win32Semaphore(HANDLE handle) : Win32Handle(handle) {}
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~Win32Semaphore() override = default;
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bool Release(int release_count, int* out_previous_count) override {
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#if XE_USE_NTDLL_FUNCTIONS == 1
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return NtReleaseSemaphorePointer.invoke<NTSTATUS>(handle_, release_count,
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out_previous_count) >= 0;
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#else
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return ReleaseSemaphore(handle_, release_count,
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reinterpret_cast<LPLONG>(out_previous_count))
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? true
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: false;
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#endif
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}
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};
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