Commit Graph

61 Commits

Author SHA1 Message Date
chss95cs@gmail.com
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
2022-10-08 09:55:17 -07:00
chss95cs@gmail.com
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.
2022-09-11 14:14:48 -07:00
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
Triang3l
7595cdb52b [Vulkan] Non-GS point sprites + minor SPIR-V fixes 2022-07-27 17:14:28 +03:00
Triang3l
77e85ecaa4 [Vulkan] 32-bit index fetch without fullDrawIndexUint32 2022-07-25 16:53:12 +03:00
Triang3l
b3edc56576 [Vulkan] Merge texture and sampler descriptors into a single descriptor set
Put all descriptors used by translated shaders in up to 4 descriptor sets, which is the minimum required, and the most common on Android, `maxBoundDescriptorSets` device limit value
2022-07-09 17:10:28 +03:00
Triang3l
e4de8663c4 [Vulkan] All guest draw uniform buffer bindings in a single descriptor set
Reduce the number of bound descriptor sets from 10 to 6, which is still above the minimum limit of 4, but closer
2022-07-07 21:05:56 +03:00
Triang3l
7c2df55209 [Vulkan] Cache clear: shared memory, scratch buffer 2022-06-29 13:24:45 +03:00
Triang3l
05ef7a273a [Vulkan] Samplers (only 1.0 core features for now) 2022-06-28 22:42:18 +03:00
Triang3l
6688b13773 [Vulkan] PsParamGen 2022-06-26 15:01:27 +03:00
Triang3l
4b4205ba00 [Vulkan] Frontbuffer presentation 2022-06-25 14:33:43 +03:00
Triang3l
1a22216e44 [SPIR-V] Texture fetch instructions 2022-06-09 21:42:16 +03:00
Triang3l
6c9a06b2da [Vulkan] Texture loading 2022-05-24 22:42:22 +03:00
Triang3l
91c4e02e96 [Vulkan] Implement ClearCaches and don't do it for pipelines 2022-05-22 15:05:15 +03:00
Triang3l
46202dd27a [Vulkan] Basic texture descriptor set allocation/binding 2022-05-17 22:42:28 +03:00
Triang3l
0db94a700f [Vulkan] Use pipeline layout key structures directly 2022-05-15 17:42:27 +03:00
Triang3l
b80361ee3c [Vulkan] Texture cache: Maximum dimensions, null images 2022-05-15 16:59:27 +03:00
Triang3l
185c23dd50 [Vulkan] Gather shader stages that VS can be translated into 2022-05-15 16:31:24 +03:00
Triang3l
b88f715140 Merge branch 'master' into vulkan 2022-05-03 00:13:17 +03:00
Triang3l
0acb97d383 [Vulkan] EDRAM range ownership transfers, resolve clears, 2x-as-4x MSAA
Transfers are functional on a D3D12-like level, but need additional work so fallbacks are used when multisampled integer sampled images are not supported, and to eliminate transfers between render targets within Vulkan format compatibility classes by using different views directly.
2022-04-03 16:40:29 +03:00
Triang3l
1259c9f7a2 [Vulkan] Pipeline barrier merging 2022-03-21 23:02:51 +03:00
Triang3l
c75e0dd19e [Vulkan] Blend and depth/stencil state, small pipeline cleanup 2022-02-15 23:00:21 +03:00
Triang3l
922efb13ce Merge branch 'master' into vulkan 2022-02-03 21:12:10 +03:00
Triang3l
fe3f0f26e4 [UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing
[UI] Add FidelityFX FSR and CAS post-processing
[UI] Add blue noise dithering from 10bpc to 8bpc
[GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color
[UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event
[UI] Allow variable refresh rate (or tearing)
[UI] Present the newest frame (restart) on DXGI
[UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management
[UI] Connect presentation to windows via the Surface class, not native window handles
[Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around
[Vulkan] Lower the minimum required Vulkan version to 1.0
[UI/GPU] Various cleanup, mainly ComPtr usage
[UI] Support per-monitor DPI awareness v2 on Windows
[UI] DPI-scale Dear ImGui
[UI] Replace the remaining non-detachable window delegates with unified window event and input listeners
[UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem
[UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing
[UI] Add explicit window lifecycle phases
[UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback
[UI] GTK: Apply the initial size to the drawing area
[UI] Limit internal UI frame rate to that of the monitor
[UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
2022-01-29 13:22:03 +03:00
Triang3l
2800f6180a [Vulkan] Primitive processor 2021-06-09 20:54:31 +03:00
Triang3l
a94301d967 [Vulkan] Viewport from draw_util and vtx_fmt 2020-11-18 12:48:12 +03:00
Triang3l
65c8d2b28e [Vulkan] Basic draw call architecture + [D3D12] Some cleanup 2020-11-14 14:16:04 +03:00
Triang3l
93f6a00201 [Vulkan] Transient descriptor pool + other cleanup for future drawing 2020-11-07 23:18:28 +03:00
Triang3l
afe304b328 [Vulkan] Shared memory descriptor set 2020-11-07 20:43:45 +03:00
Triang3l
d7341f9873 [Vulkan] Internal descriptor set layouts 2020-11-07 14:03:31 +03:00
Triang3l
fdbed73463 [Vulkan/SPIR-V] Some pipeline layout parts + exec conditionals 2020-10-25 15:09:39 +03:00
Triang3l
2782fc927d Merge branch 'master' into vulkan 2020-10-08 21:38:41 +03:00
Triang3l
81bc33523a [GPU] Remove unused FinalizeTrace 2020-10-08 21:37:29 +03:00
Triang3l
4d59f556a9 [Vulkan] Sparse shared memory 2020-10-07 21:03:50 +03:00
Triang3l
2c50c670d8 [Vulkan] Basic shared memory uploading 2020-10-04 22:08:30 +03:00
Triang3l
865f77bae2 [Vulkan] Submissions 2020-10-01 21:17:10 +03:00
Triang3l
7b93670dbd [Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend 2020-08-31 21:44:29 +03:00
Triang3l
bd5f77bc3b [GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring 2020-08-09 21:33:10 +03:00
Triang3l
4bb0ca0e09 [GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension 2020-07-11 15:54:22 +03:00
gibbed
5bf0b34445 C++17ification.
C++17ification!

- Filesystem interaction now uses std::filesystem::path.
- Usage of const char*, std::string have been changed to
  std::string_view where appropriate.
- Usage of printf-style functions changed to use fmt.
2020-04-07 16:09:41 -05:00
Triang3l
90b772a330 [GPU] Set VGT_DRAW_INITIATOR and use major mode from it 2020-02-24 23:27:25 +03:00
Triang3l
c499229455 [GPU] Store an EDRAM snapshot in traces 2019-11-04 17:30:20 +03:00
Triang3l
c057b5a032 [D3D12] Make trace dump partially work 2019-10-25 08:38:06 +03:00
Triang3l
4623b41023 [D3D12] Trace guest memory operations 2019-10-23 23:33:50 +03:00
gibbed
ee5724f5dd [GPU] Move gamma ramp tracking to CommandProcessor. 2018-05-22 05:36:24 -05:00
gibbed
fb650ae024 [Vulkan] Start tracking the gamma ramp. 2018-05-21 23:16:15 -05:00
DrChat
16cf9883ca [Vulkan] Fix a couple validation errors 2018-02-19 11:19:24 -06:00
Dr. Chat
84758a3a3f Vulkan CP: Use the color blitter 2017-05-13 10:15:56 -05:00
Dr. Chat
90b0541d72 Vulkan CP: Code refactoring 2017-01-28 14:05:42 -06:00
Dr. Chat
1afb899b7d Also track batch fences in the CP properly 2016-11-08 19:41:35 -06:00