08d38bdff680af3351d4ab4d373a7e24e49d1652
2 Commits
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8f7f7dc6ad |
fixed wine crash from use of NtSetEventPriorityBoost
add xe::clear_lowest_bit, use it in place of shift-andnot in some bit iteration code make is_allocated_ and is_enabled_ volatile in xma_context preallocate avpacket buffer in XMAContext::Setup, the reallocations of the buffer in ffmpeg were showing up on profiles check is_enabled and is_allocated BEFORE locking an xmacontext. XMA worker was spending most of its time locking and unlocking contexts Removed XeDMAC, dma:: namespace. It was a bad idea and I couldn't make it work in the end. Kept vastcpy and moved it to the memory namespace instead Made the rest of global_critical_region's members static. They never needed an instance. Removed ifdef'ed out code from ring_buffer.h Added EventInfo struct to threading, added Event::Query to aid with implementing NtQueryEvent. Removed vector from WaitMultiple, instead use a fixed array of 64 handles that we populate. WaitForMultipleObjects cannot handle more than 64 objects. Remove XE_MSVC_OPTIMIZE_SMALL() use in x64_sequences, x64 backend is now always size optimized because of premake Make global_critical_region_ static constexpr in shared_memory.h to get rid of wasteage of 8 bytes (empty class=1byte, +alignment for next member=8) Move trace-related data to the tail of SharedMemory to keep more important data together In IssueDraw build an array of fetch constant addresses/sizes, then pre-lock the global lock before doing requestrange for each instead of individually locking within requestrange for each of them Consistent access specifier protected for pm4_command_processor_declare Devirtualize WriteOneRegisterFromRing. Move ExecutePacket and ExecutePrimaryBuffer to pm4_command_buffer_x Remove many redundant header inclusions access xenia-gpu Minor microoptimization of ExecutePacketType0 Add TextureCache::RequestTextures for batch invocation of LoadTexturesData Add TextureCache::LoadTexturesData for reducing the number of times we release and reacquire the global lock. Ideally you should hold the global lock for as little time as possible, but if you are constantly acquiring and releasing it you are actually more likely to have contention Add already_locked param to ObjectTable::LookupObject to help with reducing lock acquire/release pairs Add missing checks to XAudioRegisterRenderDriverClient_entry. this is unlikely to fix anything, it was just an easy thing to do Add NtQueryEvent system call implementation. I don't actually know of any games that need it. Instead of using std::vector + push_back in KeWaitForMultipleObjects and xeNtWaitForMultipleObjectsEx use a fixed size array of 64 and track the count. More than 64 objects is not permitted by the kernel. The repeated reallocations from push_back were appearing unusually high on the profiler, but were masked until now by waitformultipleobjects natural overhead Pre-lock the global lock before looking up each handle for xeNtWaitForMultipleObjectsEx and KeWaitForMultipleObjects. Pre-lock before looking up the signal and waiter in NtSignalAndWaitForSingleObjectEx add missing checks to NtWaitForMultipleObjectsEx Support pre-locking in XObject::GetNativeObject |
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20638c2e61 |
use Sleep(0) instead of SwitchToThread, should waste less power and help the os with scheduling.
PM4 buffer handling made a virtual member of commandprocessor, place the implementation/declaration into reusable macro files. this is probably the biggest boost here. Optimized SET_CONSTANT/ LOAD_CONSTANT pm4 ops based on the register range they start writing at, this was also a nice boost Expose X64 extension flags to code outside of x64 backend, so we can detect and use things like avx512, xop, avx2, etc in normal code Add freelists for HIR structures to try to reduce the number of last level cache misses during optimization (currently disabled... fixme later) Analyzed PGO feedback and reordered branches, uninlined functions, moved code out into different functions based on info from it in the PM4 functions, this gave like a 2% boost at best. Added support for the db16cyc opcode, which is used often in xb360 spinlocks. before it was just being translated to nop, now on x64 we translate it to _mm_pause but may change that in the future to reduce cpu time wasted texture util - all our divisors were powers of 2, instead we look up a shift. this made texture scaling slightly faster, more so on intel processors which seem to be worse at int divs. GetGuestTextureLayout is now a little faster, although it is still one of the heaviest functions in the emulator when scaling is on. xe_unlikely_mutex was not a good choice for the guest clock lock, (running theory) on intel processors another thread may take a significant time to update the clock? maybe because of the uint64 division? really not sure, but switched it to xe_mutex. This fixed audio stutter that i had introduced to 1 or 2 games, fixed performance on that n64 rare game with the monkeys. Took another crack at DMA implementation, another failure. Instead of passing as a parameter, keep the ringbuffer reader as the first member of commandprocessor so it can be accessed through this Added macro for noalias Applied noalias to Memory::LookupHeap. This reduced the size of the executable by 7 kb. Reworked kernel shim template, this shaved like 100kb off the exe and eliminated the indirect calls from the shim to the actual implementation. We still unconditionally generate string representations of kernel calls though :(, unless it is kHighFrequency Add nvapi extensions support, currently unused. Will use CPUVISIBLE memory at some point Inserted prefetches in a few places based on feedback from vtune. Add native implementation of SHA int8 if all elements are the same Vectorized comparisons for SetViewport, SetScissorRect Vectorized ranged comparisons for WriteRegister Add XE_MSVC_ASSUME Move FormatInfo::name out of the structure, instead look up the name in a different table. Debug related data and critical runtime data are best kept apart Templated UpdateSystemConstantValues based on ROV/RTV and primitive_polygonal Add ArchFloatMask functions, these are for storing the results of floating point comparisons without doing costly float->int pipeline transfers (vucomiss/setb) Use floatmasks in UpdateSystemConstantValues for checking if dirty, only transfer to int at end of function. Instead of dirty |= (x == y) in UpdateSystemConstantValues, now we do dirty_u32 |= (x^y). if any of them are not equal, dirty_u32 will be nz, else if theyre all equal it will be zero. This is more friendly to register renaming and the lack of dependencies on EFLAGS lets the compiler reorder better Add PrefetchSamplerParameters to D3D12TextureCache use PrefetchSamplerParameters in UpdateBindings to eliminate cache misses that vtune detected Add PrefetchTextureBinding to D3D12TextureCache Prefetch texture bindings to get rid of more misses vtune detected (more accesses out of order with random strides) Rewrote DMAC, still terrible though and have disabled it for now. Replace tiny memcmp of 6 U64 in render_target_cache with inline loop, msvc fails to make it a loop and instead does a thunk to their memcmp function, which is optimized for larger sizes PrefetchTextureBinding in AreActiveTextureSRVKeysUpToDate Replace memcmp calls for pipelinedescription with handwritten cmp Directly write some registers that dont have special handling in PM4 functions Changed EstimateMaxY to try to eliminate mispredictions that vtune was reporting, msvc ended up turning the changed code into a series of blends in ExecutePacketType3_EVENT_WRITE_EXT, instead of writing extents to an array on the stack and then doing xe_copy_and_swap_16 of the data to its dest, pre-swap each constant and then store those. msvc manages to unroll that into wider stores stop logging XE_SWAP every time we receive XE_SWAP, stop logging the start and end of each viz query Prefetch watch nodes in FireWatches based on feedback from vtune Removed dead code from texture_info.cc NOINLINE on GpuSwap, PGO builds did it so we should too. |