Commit Graph

55 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
c6010bd4b1 nasty commit with a bunch of test code left in, will clean up and pr
Remove the logger_ != nullptr check from shouldlog, it will nearly always be true except on initialization and gets checked later anyway, this shrinks the size of the generated code for some
Select specialized vastcpy for current cpu, for now only have paths for MOVDIR64B and generic avx1
Add XE_UNLIKELY/LIKELY if, they map better to the c++ unlikely/likely attributes which we will need to use soon
Finished reimplementing STVL/STVR/LVL/LVR as their own opcodes. we now generate far less code for these instructions. this also means optimization passes can be written to simplify/remove/replace these instructions in some cases. Found that a good deal of the X86 we were emitting for these instructions was dead code or redundant.
the reduction in generated HIR/x86 should help a lot with compilation times and make function precompilation more feasible as a default

Don't static assert in default prefetch impl, in c++20 the assertion will be triggered even without an instantiation
Reorder some if/else to prod msvc into ordering the branches optimally. it somewhat worked...
Added some notes about which opcodes should be removed/refactored
Dispatch in WriteRegister via vector compares for the bounds. still not very optimal, we ought to be checking whether any register in a range may be special
A lot of work on trying to optimize writeregister, moved wraparound path into a noinline function based on profiling info
Hoist the IsUcodeAnalyzed check out of AnalyzeShader, instead check it before each call. Profiler recorded many hits in the stack frame setup of the function, but none in the actual body of it, so the check is often true but the stack frame setup is run unconditionally
Pre-check whether we're about to write a single register from a ring
Replace more jump tables from draw_util/texture_info with popcnt based sparse indexing/bit tables/shuffle lookups
Place the GPU register file on its own VAD/virtual allocation, it is no longer a member of graphics system
2022-09-04 11:04:41 -07:00
Joel Linn
6dfa36d1b8 [GPU] Misc GCC build fixes 2021-06-02 22:28:43 -05:00
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
Triang3l
a9ed73bdd1 [GPU] Remove most hardcoded register/instruction layouts from common and D3D12 code 2019-10-20 19:40:37 +03:00
Triang3l
54b211ed18 [GPU] Rename 2_10_10_10 AS_16 RT format to AS_10 2018-12-29 14:54:01 +03:00
Triang3l
2b03a9e095 [GPU] Synchronize GPU frontend with the D3D12 branch 2018-10-22 23:28:52 +03:00
Triang3l
d75a372780 [GPU] Add info about unknown texture formats 2018-08-05 14:02:58 +03:00
gibbed
1409b9c565 [GPU/Vulkan] Add support for 2D image stacks. 2018-06-05 07:51:51 -05:00
gibbed
2c7043bd98 [GPU/Vulkan] Maybe fix minimum mip level. Probably breaks everything. 2018-06-04 10:13:28 -05:00
gibbed
b5a88d1a7d [GPU] Track unaligned (visible) block width in texture info.
[Vulkan] Don't use power of two for mip width/height calculation for host textures.
[Vulkan] Add more Vulkan error logging.
[Vulkan/GPU] Rudimentary texture dumping.
2018-06-04 06:08:29 -05:00
gibbed
e89a31006f - [GPU] Rename TextureMemoryUsage to TextureExtent (and relevant functions/etc).
- [GPU] Precalculate memory byte usage for base mip (and any additional mip levels).
- [GPU] Change TextureCache::WatchCallback so that if it's fired multiple times for the same texture it does not assert.
- [GPU] Add write watches for texture memory associated with additional mipmap levels.
2018-05-31 19:41:33 -05:00
gibbed
bbebfd49c8 [Vulkan] Add logging to certain error conditions.
[Vulkan] Track both texture block height and texture block vertical pitch.
[Vulkan] Only convert the necessary visible height on texture uploads.
[Vulkan] Fix write watch on texture data so it properly only covers mip 0 data.
2018-05-30 19:38:36 -05:00
gibbed
7df45bf590 [Vulkan] Fix DXT3A conversion. 2018-05-26 08:25:25 -05:00
gibbed
7116b5fc82 [Vulkan] Reimplemented texture conversions. Here be dragons! Probably breaks everything. Also bonus DXT3A support. 2018-05-26 06:57:16 -05:00
gibbed
cddfa26bae [GPU] Add IsSRGBCapable default case. 2018-05-20 12:18:31 -05:00
gibbed
c233eabeda [GPU] Remove extraneous breaks from GetTexelSize. 2018-05-20 02:10:16 -05:00
gibbed
3f901311af [GPU] Add SRGB helper function. 2018-05-20 02:08:49 -05:00
gibbed
981590bc98 [Vulkan] Don't break k_2_10_10_10. 2018-05-19 16:37:05 -05:00
Dr. Chat
191dc30bee [GPU] Use the pitch field in tfetch constants 2018-05-18 13:48:28 -05:00
gibbed
170ab85049 [Vulkan] Reworking packed mip offset calculation. Probably breaks everything. 2018-05-14 03:47:58 -05:00
Dr. Chat
da62e0e044 [GPU] Rename TextureInfo::size_xx -> TextureInfo::size 2018-05-08 10:29:36 -05:00
Dr. Chat
77d1d7342e [GPU] Remove TextureInfo::has_packed_mips 2018-05-05 18:23:30 -05:00
Dr. Chat
88729e2ac4 [GPU] Initial (and possibly incorrect) texture size calculation for 1D and 3D 2018-05-04 12:10:26 -05:00
Dr. Chat
f45cd398ef [Vulkan] Handle MIPs with non-power-of-two dimensions 2018-05-03 17:54:09 -05:00
Dr. Chat
f885b89a03 [Vulkan] Make image views cover all mips
Align texture dimensions to 1 block minimum (for uploading mips)
2018-05-03 14:15:36 -05:00
Dr. Chat
c9d4cfe6d0 [GPU] MIPs > 16 pixels are stored in their own individual tiles 2018-05-03 12:01:50 -05:00
DrChat
1f157f35f4 [Vulkan] Initial support for mipmaps 2018-05-03 10:02:07 -05:00
DrChat
f7c7cc54ed [GPU] TextureInfo::GetMaxMipLevels 2018-04-30 11:01:46 -05:00
DrChat
1eac03a11c GPU: The base format of *_EXPAND textures is *_FLOAT 2017-08-19 21:10:53 -05:00
DrChat
57ffee0d8c GPU: Add name strings for all texture formats 2017-08-19 20:55:29 -05:00
gibbed
b14dc3351c GPU: Make 1D textures into 2D ones. 2017-08-08 17:58:11 -05:00
gibbed
6d9a56a269 GPU: Fixed texel pitch calculation for linear textures. 2017-08-07 20:50:42 -05:00
gibbed
b4ae5b9a01 - GPU: Removal of deprecated TextureInfo fields.
- GPU: Replicated removed deprecated fields into local struct for GL.
- GPU: Improved texture copies for Vulkan, no more pitch changes.
- GPU: Stubbed code for CTX1 conversion in Vulkan.
2017-08-07 19:30:06 -05:00
Dr. Chat
b40d75aa3d TextureInfo: Store the texture format, not a pointer to texture format info. 2017-04-07 15:16:09 -05:00
Dr. Chat
4a815e62cb TextureInfo: PrepareResolve, Reorganize source, add better documentation 2017-03-14 22:46:47 -05:00
gibbed
8dbf3d240b Make the previous commit slightly more performant. 2017-03-12 01:15:43 -06:00
gibbed
69b92c6c31 Maybe fix texture uploads where mipmaps are packed in linear textures. 2017-03-12 01:12:02 -06:00
gibbed
a95de67b8c 1D textures. Maybe. 2017-01-10 00:04:41 -06:00
Dr. Chat
79f1193130 Vulkan CP: Fix calculating an invalid copy destination base address when sizeof(texel) != 4 2016-05-06 00:12:47 -05:00
Ben Vanik
ec113275dc Making texture swizzles dynamic. Seems to fix some color swap issues.
And probably exposes many more ;)
2015-12-07 22:39:33 -08:00
Ben Vanik
bea8870700 Shuffling old-style ucode.h under gl4. 2015-11-28 16:10:27 -08:00
Ben Vanik
8b0d4fb51c Linux tweaks. 2015-08-18 14:18:00 -07:00
Ben Vanik
e3220f7ae6 Code cleanup: moving poly/ into xenia/base/ 2015-05-02 03:42:51 -07:00
Ben Vanik
30f7effa73 Code cleanup: removing common.h 2015-05-02 01:25:59 -07:00
Ben Vanik
b392afbfae Basic cubemap support, though the sampling code is wrong. 2015-03-22 19:15:22 -07:00
Ben Vanik
8cfcea2309 32_32_F render target format. 2015-03-22 15:30:18 -07:00
Ben Vanik
84fa131f12 Hacking on render targets. Kind of work in simple cases, upside down :/ 2015-03-06 20:36:10 -08:00