Commit Graph

7 Commits

Author SHA1 Message Date
chss95cs@gmail.com
90c771526d "Fix" debug console, we were checking the cvar before any cvars were loaded, and the condition it checks in AttachConsole is somehow always false
Remove dead #if 0'd code in math.h

On amd64, page_size == 4096 constant, on amd64 w/ win32, allocation_granularity == 65536. These values for x86 windows havent changed over the last 20 years so this is probably safe
and gives a modest code size reduction

Enable XE_USE_KUSER_SHARED. This sources host time from KUSER_SHARED instead of from QueryPerformanceCounter, which is far faster, but only has a granularity of 100 nanoseconds.

In some games seemingly random crashes were happening that were hard to trace because
the faulting thread was actually not the one that was misbehaving, another threads stack was underflowing into the faulting thread.

Added a bunch of code to synchronize the guest stack and host stack so that if a guest longjmps the host's stack will be adjusted.
Changes were also made to allow the guest to call into a piece of an existing x64 function.

This synchronization might have a slight performance impact on lower end cpus, to disable it set enable_host_guest_stack_synchronization to false.
It is possible it may have introduced regressions, but i dont know of any yet

So far, i know the synchronization change fixes the "hub crash" in super sonic and allows the game "london 2012" to go ingame.

Removed emit_useless_fpscr_updates, not emitting these updates breaks the raiden game

MapGuestAddressToMachineCode now returns nullptr if no address was found, instead of the start of the function

add Processor::LookupModule

Add Backend::DeinitializeBackendContext
Use WriteRegisterRangeFromRing_WithKnownBound<0, 0xFFFF> in WriteRegisterRangeFromRing for inlining (previously regressed on performance of ExecutePacketType0)

add notes about flags that trap in XamInputGetCapabilities

0 == 3 in XamInputGetCapabilities

Name arg 2 of XamInputSetState

PrefetchW in critical section kernel funcs if available & doing cmpxchg

Add terminated field to X_KTHREAD, set it on termination

Expanded the logic of NtResumeThread/NtSuspendThread to include checking the type of the handle (in release, LookupObject doesnt seem to do anything with the type)
and returning X_STATUS_OBJECT_TYPE_MISMATCH if invalid. Do termination check in NtSuspendThread.

Add basic host exception messagebox, need to flesh it out more (maybe use the new stack tracking stuff if on guest thrd?)

Add rdrand patching hack, mostly affects users with nvidia cards who have many threads on zen

Use page_size_shift in more places

Once again disable precompilation! Raiden is mostly weird ppc asm which probably breaks the precompilation. The code is still useful for running the compiler over the whole of an xex in debug to test for issues
"Fix" debug console, we were checking the cvar before any cvars were loaded, and the condition it checks in AttachConsole is somehow always false

Remove dead #if 0'd code in math.h

On amd64, page_size == 4096 constant, on amd64 w/ win32, allocation_granularity == 65536. These values for x86 windows havent changed over the last 20 years so this is probably safe
and gives a modest code size reduction

Enable XE_USE_KUSER_SHARED. This sources host time from KUSER_SHARED instead of from QueryPerformanceCounter, which is far faster, but only has a granularity of 100 nanoseconds.

In some games seemingly random crashes were happening that were hard to trace because
the faulting thread was actually not the one that was misbehaving, another threads stack was underflowing into the faulting thread.

Added a bunch of code to synchronize the guest stack and host stack so that if a guest longjmps the host's stack will be adjusted.
Changes were also made to allow the guest to call into a piece of an existing x64 function.

This synchronization might have a slight performance impact on lower end cpus, to disable it set enable_host_guest_stack_synchronization to false.
It is possible it may have introduced regressions, but i dont know of any yet

So far, i know the synchronization change fixes the "hub crash" in super sonic and allows the game "london 2012" to go ingame.

Removed emit_useless_fpscr_updates, not emitting these updates breaks the raiden game

MapGuestAddressToMachineCode now returns nullptr if no address was found, instead of the start of the function

add Processor::LookupModule

Add Backend::DeinitializeBackendContext
Use WriteRegisterRangeFromRing_WithKnownBound<0, 0xFFFF> in WriteRegisterRangeFromRing for inlining (previously regressed on performance of ExecutePacketType0)

add notes about flags that trap in XamInputGetCapabilities

0 == 3 in XamInputGetCapabilities

Name arg 2 of XamInputSetState

PrefetchW in critical section kernel funcs if available & doing cmpxchg

Add terminated field to X_KTHREAD, set it on termination

Expanded the logic of NtResumeThread/NtSuspendThread to include checking the type of the handle (in release, LookupObject doesnt seem to do anything with the type)
and returning X_STATUS_OBJECT_TYPE_MISMATCH if invalid. Do termination check in NtSuspendThread.

Add basic host exception messagebox, need to flesh it out more (maybe use the new stack tracking stuff if on guest thrd?)

Add rdrand patching hack, mostly affects users with nvidia cards who have many threads on zen

Use page_size_shift in more places

Once again disable precompilation! Raiden is mostly weird ppc asm which probably breaks the precompilation. The code is still useful for running the compiler over the whole of an xex in debug to test for issues
2022-11-27 09:39:33 -08:00
chss95cs@gmail.com
457296850e Add OPCODE_NEGATED_MUL_ADD/OPCODE_NEGATED_MUL_SUB
Proper handling of nans for VMX max/min on x64 (minps/maxps has special behavior depending on the operand order that vmx does not have for vminfp/vmaxfp)
Add extremely unintrusive guest code profiler utilizing KUSER_SHARED systemtime. This profiler is disabled on platforms other than windows, and on windows is disabled by default by a cvar
Repurpose GUEST_SCRATCH64 stack offset to instead be for storing guest function profile times, define GUEST_SCRATCH as 0 instead, since thats already meant to be a scratch area
Fix xenia silently closing on config errors/other fatal errors by setting has_console_attached_'s default to false
Add alternative code path for guest clock that uses kusershared systemtime instead of QueryPerformanceCounter. This is way faster and I have tested it and found it to be working, but i have disabled it because i do not know how well it works on wine or on processors other than mine
Significantly reduce log spam by setting XELOGAPU and XELOGGPU to be LogLevel::Debug
Changed some LOGI to LOGD in places to reduce log spam
Mark VdSwap as kHighFrequency, it was spamming up logs
Make logging calls less intrusive for the caller by forcing the test of log level inline and moving the format/AppendLogLine stuff to an outlined cold function
Add swcache namespace for software cache operations like prefetches, streaming stores and streaming loads.
Add XE_MSVC_REORDER_BARRIER for preventing msvc from propagating a value too close to its store or from its load
Add xe_unlikely_mutex for locks we know have very little contention
add XE_HOST_CACHE_LINE_SIZE and XE_RESTRICT to platform.h
Microoptimization: Changed most uses of size_t to ring_size_t in RingBuffer, this reduces the size of the inlined ringbuffer operations slightly by eliminating rex prefixes, depending on register allocation
Add BeginPrefetchedRead to ringbuffer, which prefetches the second range if there is one according to the provided PrefetchTag
added inline_loadclock cvar, which will directly use the value of the guest clock from clock.cc in jitted guest code. off by default
change uses of GUEST_SCRATCH64 to GUEST_SCRATCH
Add fast vectorized xenos_half_to_float/xenos_float_to_half (currently resides in x64_seq_vector, move to gpu code maybe at some point)
Add fast x64 codegen for PackFloat16_4/UnpackFloat16_4. Same code can be used for Float16_2 in future commit. This should speed up some games that use these functions heavily
Remove cvar for toggling old float16 behavior
Add VRSAVE register, support mfspr/mtspr vrsave
Add cvar for toggling off codegen for trap instructions and set it to true by default.
Add specialized methods to CommandProcessor: WriteRegistersFromMem, WriteRegisterRangeFromRing, and WriteOneRegisterFromRing. These reduce the overall cost of WriteRegister
Use a fixed size vmem vector for upload ranges, realloc/memsetting on resize  in the inner loop of requestranges was showing up on the profiler (the search in requestranges itself needs work)
Rename fixed_vmem_vector to better fit xenia's naming convention
Only log unknown register writes in WriteRegister if DEBUG :/. We're stuck on MSVC with c++17 so we have no way of influencing the branch ordering for that function without profile guided optimization
Remove binding stride assert in shader_translator.cc, triangle told me its leftover ogl stuff
Mark xe::FatalError as noreturn
If a controller is not connected, delay by 1.1 seconds before checking if it has been reconnected. Asking Xinput about a controller slot that is unused is extremely slow, and XinputGetState/SetState were taking up
an enormous amount of time in profiles. this may have caused a bit of input lag
Protect accesses to input_system with a lock
Add proper handling for user_index>= 4 in XamInputGetState/SetState, properly return zeroed state in GetState
Add missing argument to NtQueryVirtualMemory_entry
Fixed RtlCompareMemoryUlong_entry, it actually does not care if the source is misaligned, and for length it aligns down
Fixed RtlUpperChar and RtlLowerChar, added a table that has their correct return values precomputed
2022-08-20 11:40:19 -07:00
chss95cs@gmail.com
7cc364dcb8 squash reallocs in command buffers by using large prealloced buffer, directly use virtual memory with it so os allocs on demand
mark raw clock functions as noinline, the way msvc was inlining them and ordering the branches meant that rdtsc would often be speculatively executed
add alternative clock impl for win, instead of using queryperformancecounter we grab systemtime from kusershared. it does not have the same precision as queryperformancecounter, we only have 100 nanosecond precision, but we round to milliseconds so it never made sense to use the performance counter in the first place
stubbed out the "guest clock mutex"... (the entirety of clock.cc needs a rewrite)
added some helpers for minf/maxf without the nan handling behavior
2022-08-14 13:42:08 -07:00
chss95cs@gmail.com
cb85fe401c 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
2022-08-13 12:59:00 -07:00
emoose
2d9326e02d [Kernel] Implement XeCryptBnQwNeRsaPubCrypt via BCrypt (win32 only) 2021-01-03 14:38:01 -06:00
Ben Vanik
1956b8708e Fixing include orders and whitelisting others.
Will be broken until clang SVN 253772 is available on travis/snapshots.
2015-11-21 11:34:46 -08:00
Ben Vanik
72ad899e9e Starting to remove windows.h includes from things. 2015-07-13 20:49:29 -07:00