Commit Graph

375 Commits

Author SHA1 Message Date
Marco Rodolfi
8d841693ff [cpu] Fix System-V ABI guest to host and host to guest thunk emitters for Linux
Upstream changes made from xenia-project#1339 and xenia-project#2228 back to canary builds. This fixes various emulation crashes caused from different calling conventions on System-V ABI platforms compared to Windows standard.
2025-01-19 16:36:52 +01:00
The-Little-Wolf
b9be601fad [CPU/x64_sequences] - MAX_V128 fixs
- change e.vandps to e.vorps in MAX_V128 to ensure NaN instructions matches real hardware
2025-01-18 20:00:56 +01:00
Gliniak
3ac98ebfba [Static Analysis] Resolved some issues mentioned in Alexandr-u report 2024-11-02 19:08:34 +01:00
Gliniak
ec267c348a [LINT] Fixed lint issues after clang-format update 2024-06-13 20:56:56 +02:00
Gliniak
2ca752ce07 Revert "Optimized CONVERT_I64_TO_F64 with neat overflow trick"
This reverts commit 3ad80810b5.

Fixes broken statue animation is 454108CF
2024-05-09 20:00:03 +02:00
Gliniak
b9061e6292 [LINT] Linted files + Added lint job to CI 2024-03-12 19:19:30 +01:00
Gliniak
354d42135d [CPU] Support for const value in src1 for OPCODE_PACK 2024-02-12 18:33:03 +01:00
Gliniak
c8ca077ec4 [Codacy] Fixed some issues found by codacy.
Added skipping shaders directory in scan
2024-01-20 13:19:37 +01:00
disjtqz
43fd396db7 implement dynamically allocateable guest to host callbacks 2023-10-11 18:37:23 +02:00
disjtqz
fe7dc26e3f place locals on backend pages 2023-10-02 09:50:13 +02:00
disjtqz
67f16c4e31 implement more accurately inaccurate frsqrte 2023-10-02 09:47:30 +02:00
disjtqz
79465708aa implement bit-perfect vrsqrtefp 2023-10-01 11:08:17 +02:00
Gliniak
ce9a82ccf8 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2023-09-01 18:20:29 +02:00
Gliniak
c5e6352c34 [CPU] Added constant propagation pass for: OPCODE_AND_NOT 2023-07-27 23:41:45 +03:00
Wunkolo
6ee2e3718f [x64] Add AVX512 optimizations for OPCODE_VECTOR_COMPARE_UGT(Integer)
AVX512 has native unsigned integer comparisons instructions, removing
the need to XOR the most-significant-bit with a constant in memory to
use the signed comparison instructions. These instructions only write to
a k-mask register though and need an additional call to `vpmovm2*` to
turn the mask-register into a vector-mask register.

As of Icelake:
`vpcmpu*` is all L3/T1
`vpmovm2d` is L1/T0.33
`vpmovm2{b,w}` is L3/T0.33

As of Zen4:
`vpcmpu*` is all L3/T0.50
`vpmovm2*` is all L1/T0.25
2023-05-29 14:57:09 -05:00
chss95cs@gmail.com
27c4cef1b5 Added logger flags, for selectively disabling categories of logging (cpu, apu, kernel). Need to make more log messages make use of these flags.
The "close window" keyboard hotkey (Guide-B) now toggles between loglevel -1 and the loglevel set in your config.
Added LoggerBatch class, which accumulates strings into the threads scratch buffer. This is only intended to be used for very high frequency debug logging. if it exhausts the thread buffer, it just silently stops.
Cleaned nearly 8 years of dust off of the pm4 packet disassembler code, now supports all packets that the command processor supports.
Added extremely verbose logging for gpu register writes. This is not compiled in outside of debug builds, requires LogLevel::Debug and log_guest_driven_gpu_register_written_values = true.
Added full logging of all PM4 packets in the cp. This is not compiled in outside of debug builds, requires LogLevel::Debug and disassemble_pm4.
Piggybacked an implementation of guest callstack backtraces using the stackpoints from enable_host_guest_stack_synchronization. If enable_host_guest_stack_synchronization = false, no backtraces can be obtained.
Added log_ringbuffer_kickoff_initiator_bts. when a thread updates the cp's read pointer, it dumps the backtrace of that thread
Changed the names of the gpu registers CALLBACK_ADDRESS and CALLBACK_CONTEXT to the correct names.
Added a note about CP_PROG_COUNTER
Added CP_RB_WPTR to the gpu register table
Added notes about CP_RB_CNTL and CP_RB_RPTR_ADDR. Both aren't necessary for HLE
Changed name of UNKNOWN_0E00 gpu register to TC_CNTL_STATUS. Games only seem to write 1 to it (L2 invalidate)
2023-04-16 12:42:42 -04:00
chss95cs@gmail.com
e75e0425e0 forward branch for double-clear condition in reserved store 2023-04-15 16:22:37 -04:00
chss95cs@gmail.com
7fb4b4cd41 Attempt to emulate reserved load/store more closely. can't do anything for stores of the same value that are done via a non-reserved store to a reserved location
uses a bitmap that splits up the memory space into 65k blocks per bit.  Currently is using the guest virtual address but should be using physical addresses instead.

Currently if a guest does a reserve on a location and then a reserved store to a totally different location we trigger a breakpoint. This should never happen
Also removed the NEGATED_MUL_blah operations. They weren't necessary, nothing special is needed for the negated result variants.

Added a log message for when watched physical memory has a race, it just would be nice to know when it happens and in what games.
2023-04-15 16:06:07 -04:00
Gliniak
26415cb8b1 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2022-12-31 11:19:01 +01:00
Wunkolo
e55cb737c1 [x64] Add AX512 optimization for OPCODE_SELECT(F64) 2022-12-28 14:20:20 -06:00
Wunkolo
ba75a016b4 [x64] Add AX512 optimization for OPCODE_SELECT(V128)
Uses `vpternlogd` to collapse the bitwise select operation into one
instruction. Though it needs a `vmovdqa` instruction since `vpternlogd`
reads and writes to the first argument.
2022-12-28 14:20:20 -06:00
Wunkolo
7c21b327ff [x64] Add x64_util.h
Used to help with generating instruction-specific constants.  Currently
used for the ternary-logic constants(`vpternlog*`).
2022-12-28 14:20:20 -06:00
Bo Anderson
2a77ed7246 cpu/backend/x64/x64_tracers: fix thread matching 2022-12-17 13:34:48 -05:00
chss95cs@gmail.com
a63f424c0a Directly check PEB for IsDebuggerAttached
Add constexpr getters to magicdiv class so it can be used from jitted x64/dxbc
Track the guest return address as well for guest/host sync, if multiple entries have the same guest stack find the first one with a matching guest retaddr. this fixes epic mickey 2 (which the previous guest-stack change had allowed to go ingame for a bit) and potentially also a crash in fable3.
Break if under debugger when stackpoints are overflowed

Add much more useful output for host exceptions, print out xenia_canary.exe relative offsets if exception is in module, formatmessage for ntstatus/win32err, strerror

Minor d3d12 microoptimization, instead of doing SetEventOnCompletion + WaitForSingleObject do SetEventOnCompletion w/ nullptr so that the wait happens in kernel mode, avoiding two extra context switches

add unimplemented kernel functions:
ExAllocatePoolWithTag
ObReferenceObject

ObDereferenceObject has no return value.
Log a message when ObDereferenceObject/Reference receive unregistered guest kernel objects
gave ObLookupThreadByThreadId its correct error status
hoist object_types initialization out of ObReferenceObjectByHandle
Fix out parameter values on error for a few kernel funcs
add note about msr to KeSetCurrentStackPointers
add X_STATUS_OBJECT_TYPE_MISMATCH check for xeNtSetEvent
add msr_mask field to X_KPCR
2022-12-04 12:38:19 -08:00
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
c1d922eebf Minor decoder optimizations, kernel fixes, cpu backend fixes 2022-11-05 10:50:33 -07:00
chrisps
8186792113 Revert "Minor decoder optimizations, kernel fixes, cpu backend fixes" 2022-11-01 14:45:36 -07:00
chss95cs@gmail.com
bff264b5fd Fixed RtlCompareString and RtlCompareStringN, they were very wrong, for CompareString the params are struct ptrs not char ptrs
Fixed a ton of clang-cl compiler warnings about unused variables, still many left. Fixed a lot of inconsistent override ones too
2022-10-30 10:47:09 -07:00
chss95cs@gmail.com
550d1d0a7c use much faster exp2/cos approximations in ffmpeg, large decrease in cpu usage on my machine on decoder thread
properly byteswap r13 for spinlock
Add PPCOpcodeBits
stub out broken fpscr updating in ppc_hir_builder. it's just code that repeatedly does nothing right now.
add note about 0 opcode bytes being executed to ppc_frontend
Add assert to check that function end is greater than function start, can happen with malformed functions
Disable prefetch and cachecontrol by default, automatic hardware prefetchers already do the job for the most part
minor cleanup in simplification_pass, dont loop optimizations, let the pass manager do it for us
Add experimental "delay_via_maybeyield" cvar, which uses MaybeYield to "emulate" the db16cyc instruction
Add much faster/simpler way of directly calling guest functions, no longer have to do a byte by byte search through the generated code
Generate label string ids on the fly
Fix unused function warnings for prefetch on clang, fix many other clang warnings
Eliminated majority of CallNativeSafes by replacing them with naive generic code paths.
^ Vector rotate left, vector shift left, vector shift right, vector shift arithmetic right, and vector average are included
These naive paths are implemented small loops that stash the two inputs to the stack and load them in gprs from there, they are not particularly fast but should be an order of magnitude faster than callnativesafe
to a host function, which would involve a call, stashing all volatile registers, an indirect call, potentially setting up a stack frame for the arrays that the inputs get stashed to, the actual operations, a return, loading all volatile registers, a return, etc
Added the fast SHR_V128 path back in
Implement signed vector average byte, signed vector average word. previously we were emitting no code for them. signed vector average byte appears in many games
Fix bug with signed vector average 32, we were doing unsigned shift, turning negative values into big positive ones potentially
2022-10-30 08:48:58 -07:00
Wunkolo
5fde7c6aa5 [x64] Add AVX512 optimizations for PERMUTE_V128
Uses the single-instruction AVX512 `vperm*` instructions to accelerate
the `INT8_TYPE` and `INT16_TYPE` permutation opcodes.

The `INT8_TYPE` is accelerated using `AVX512VBMI` subset of AVX512.
Available since Icelake(Intel) and Zen4(AMD).
2022-10-21 08:47:31 -05:00
Wunkolo
f207239349 [x64] Add kX64EmitAVX512VBMI feature-flag and detection
Allows access to byte-element 2-register permutations(32-byte look up
tables) and for 64-bit multi-shifts.
Particularly adding this to accelerate the assembly of our `PERMUTE`
opcode.
2022-10-21 08:47:31 -05:00
Wunkolo
d73088e5ca [x64] Add AVX512 optimization for OPCODE_VECTOR_SUB(saturated)
Passes the `vsubuws` and `vsubsws` unit-tests from https://github.com/xenia-project/xenia/pull/1348
2022-10-21 08:45:43 -05:00
chss95cs@gmail.com
d8b7b3ecec Fix bindless path in d3d12 that i broke in earlier commit (did not affect any users, thats a debug thing)
Fix guest code profiler, it previously only worked with function precomp + all code you were about to execute already discovered
Allow AndNot if type is V128
2022-10-16 07:48:43 -07:00
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
Gliniak
203267b106 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2022-09-23 12:23:53 +02:00
Rick Gibbed
3bfa3b05e1 Lint fix. 2022-09-22 06:34:21 -05:00
Gliniak
7d970967c4 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2022-09-20 21:15:12 +02:00
chss95cs@gmail.com
eb8154908c atomic cas use prefetchw if available
remove useless memorybarrier
remove double membarrier in wait pm4 cmd
add int64 cvar
use int64 cvar for x64 feature mask
Rework some functions that were frontend bound according to vtune placing some of their code in different noinline functions, profiling after indicating l1 cache misses decreased and perf of func increased
remove long vpinsrd dep chain code for conversion.h, instead do normal load+bswap or movbe if avail
Much faster entry table via split_map, code size could be improved though
GetResolveInfo was very large and had impact on icache, mark callees as noinline + msvc pragma optimize small
use log2 shifts instead of integer divides in memory
minor optimizations in PhysicalHeap::EnableAccessCallbacks, the majority of time in the function is spent looping, NOT calling Protect! Someone should optimize this function and rework the algo completely
remove wonky scheduling log message, it was spammy and unhelpful
lock count was unnecessary for criticalsection mutex, criticalsection is already a recursive mutex
brief notes i gotta run
2022-09-17 04:04:53 -07:00
Wunkolo
addd8c94e5 [x64] Add AVX512 optimization for OPCODE_VECTOR_ADD(saturated)
Uses a single `vpternlogd` to test for signed/unsigned
overflow/underflow. Then utilizes AVX512 mask operations to create
either `0x7FFFFFFF` or `0x80000000` arithmetically.
2022-09-14 11:39:03 -05:00
Wunkolo
9fd684594b [x64] Add AVX512 optimization for OPCODE_VECTOR_CONVERT_F2I(unsigned)
`vcvttps2udq` already saturates overflowing and unordered values to `0xFFFFFFFF`. Using mask registers, zeroes are written to negative values within the same instruction.
2022-09-12 13:52:57 -05:00
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
Wunkolo
b0cc3db4d8 [x64] Add AVX512 optimization for NOT_V128 2022-09-05 13:47:30 -05:00
chss95cs@gmail.com
2e5c4937fd Add constant folding for LVR when 16 aligned, clean up prior commit by removing dead test code for LVR/LVL/STVL/STVR opcodes and legacy hir sequence
Delay using mm_pause in KeAcquireSpinLockAtRaisedIrql_entry, a huge amount of time is spent spinning in halo3
2022-09-04 11:44:29 -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
chss95cs@gmail.com
f31869092c Fixed a bug with readback_resolve and readback_memexport that was responsible for a large portion of their overhead. readback_memexport and resolve are now usable for games, depending on your hardware. in my case games that were slideshows now run at like 20-30 fps, and my hardware isnt the best for xenia.
add split_map class for mapping keys to values in a way that optimizes for frequent searches and infrequent insertions/removals
remove jump table implementation of GetColorRenderTargetFormatComponentCount, it was appearing relatively high in profiles. instead pack the component counts into a single 32 bit word, which is indexed by shifting
Add cvar to align all basic blocks to a boundary
Add mmio aware load paths
liberally apply XE_RESTRICT in ringbuffer related code
Removed the IS_TRUE and IS_FALSE opcodes, they were pointless duplicates of COMPARE_EQ/COMPARE_NE and i want to simplify our set of opcodes for future backends
More work on LVSR/LVSL/STVR/STVL opcodes
Optimized X64 translated code emission, now only compute instrkey once
Add code for pre-computing integer division magic numbers
Optimized GetHostViewportInfo a little
Move args for GetHostViewportInfo into a class, cache the result and compare for future queries. moved GetHostViewportInfo far lower on the profile
Add (currently not functional, and very racy) asynchronous memcpy code. will improve it and actually use it in future commits.
Add non-temporal memcpy function for huge page-aligned allocations. Used for copying to shared memory/readback
hoist are_accumulated_render_targets_valid_ check out of loop in render_target_cache already bound check.
Add stosb/movsb code for small constant memcpys/memsets that arent worth the overhead of memcpy/memset
2022-08-28 14:24:25 -07:00
chss95cs@gmail.com
1ffd7ecae8 Remove vpcmov print 2022-08-21 12:40:56 -07:00
chss95cs@gmail.com
b5ef3453c7 Disable most XOP code by default, the manual must be wrong for the shifts or we must be assembling them incorrectly, will return to it later and fix
comparisons and select done by xop are fine though
2022-08-21 12:32:33 -07:00
chss95cs@gmail.com
b26c6ee1b8 Fix some more constant folding
fabsx does NOT set fpscr
turns out that our vector unsigned compare instructions are a bit wierd?
2022-08-21 10:27:54 -07:00
chss95cs@gmail.com
0ebc109d4d add initial xop codepaths, still need to finish the rest of the compares, and then do shifts, rotates, and PERMUTE
Add vector simplification pass, so far it only recognizes whether VECTOR_DENORMFLUSH is useless and optimizes them away
Tag restgplr/savegplr/restvmx/savevmx/restfpr/savefpr with useful information, i intend to inline them (they tend to be the most heavily called guest functions)
2022-08-21 08:55:42 -07:00
chss95cs@gmail.com
d85bfc1894 Dont constant evaluate MAX with V128!
Fix signed zeroes behavior for vmaxfp emulation, was causing a block in sonic to move perpetually, very slowly
2022-08-20 14:22:05 -07:00