Commit Graph

84 Commits

Author SHA1 Message Date
Gliniak
ce9a82ccf8 Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2023-09-01 18:20:29 +02:00
Triang3l
53f98d1fe6 [GPU/D3D12] Memexport from anywhere in control flow + 8/16bpp memexport
There's no limit on the number of memory exports in a shader on the real
Xenos, and exports can be done anywhere, including in loops. Now, instead
of deferring the exports to the end of the shader, and assuming that export
allocs are executed only once, Xenia flushes exports when it reaches an
alloc (allocs terminate memory exports on Xenos, as well as individual ALU
instructions with `serialize`, but not handling this case for simplicity,
it's only truly mandatory to flush memory exports before starting a new
one), the end of the shader, or a pixel with outstanding exports is killed.

To know which eM# registers need to be flushed to the memory, traversing
the successors of each exec potentially writing any eM#, and specifying
that certain eM# registers might have potentially been written before each
reached control flow instruction, until a flush point or the end of the
shader is reached.

Also, some games export to sub-32bpp formats. These are now supported via
atomic AND clearing the bits of the dword to replace followed by an atomic
OR inserting the new byte/short.
2023-05-05 21:32:02 +03:00
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
Triang3l
1a95bef8b3 [GPU] Eliminate unused shader I/O, UCP culling, centroid on Vulkan
For more optimal usage of exports and the parameter cache on the host regardless of how effective the optimizations in the host GPU driver are. Also reserve space for Vulkan/Metal/D3D11-specific HostVertexShaderTypes to use one more bit for the host vertex shader type in the shader modification bits, so that won't have to be done in the future as that would require invalidating shader storages (which are invalidated by this commit) again.
2022-07-21 12:32:28 +03:00
Triang3l
05adfbc58d Merge branch 'master' into vulkan 2022-05-15 16:18:41 +03:00
Triang3l
a65fd4f673 [GPU] Shader::IsHostVertexShaderTypeDomain 2022-05-15 16:13:05 +03:00
Triang3l
b88f715140 Merge branch 'master' into vulkan 2022-05-03 00:13:17 +03:00
Triang3l
0fd578cafd [GPU] Get unclipped draw height by running VS on the CPU 2022-04-28 22:25:25 +03:00
Triang3l
5519dbb39f [GPU] Shader control flow documentation improvements 2022-04-27 21:34:08 +03:00
Triang3l
b42680abf7 [GPU] Shader ALU refactoring + documentation
Mainly move instruction info from the ShaderTranslator to xe::gpu::ucode for future use in the CPU shader interpreter
2022-04-27 20:52:20 +03:00
Triang3l
69958cba9d [GPU] shader-compiler: Accept little-endian ucode 2022-04-26 22:59:02 +03:00
Triang3l
fea430f1f9 [GPU] Fix scalar c[#+aL], shader docs/refactoring 2022-04-13 23:08:19 +03:00
Triang3l
922efb13ce Merge branch 'master' into vulkan 2022-02-03 21:12:10 +03:00
Triang3l
14b69fdb00 [GPU] vfetch_full fetching nothing still must calculate the address 2022-01-09 16:26:05 +03:00
Triang3l
d6188c5d7e [GPU] Reuse base+index*stride in vfetch_mini instead of reloading the index GPR
The wheel shader in 4D530910 does vfetch_full to r0 with the index from r0.x, and then vfetch_mini.
Thanks @Gliniak for the finding :3
Also small formatting cleanup in commented-out code.
2022-01-09 14:58:38 +03:00
Triang3l
ecccd02f8a Merge branch 'master' into vulkan 2021-09-12 14:10:36 +03:00
Triang3l
e720e0a540 [Code] Remove game names from code comments (most of at least) 2021-09-05 21:27:40 +03:00
Triang3l
6cd9d42fd0 Merge branch 'master' into vulkan 2021-06-08 12:15:34 +03:00
Triang3l
913e1e949c [GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
2021-04-26 22:12:09 +03:00
Triang3l
9009cba90a [GPU] Refactor shader dumps - bin and txt files for both ucode and host 2020-12-25 21:46:07 +03:00
Triang3l
dcde08a493 [GPU] PS and rasterization disabling cleanup 2020-12-24 23:40:38 +03:00
Triang3l
e6fa0ad139 [GPU] Dynamic r# count via shader modifications + refactoring 2020-12-19 16:14:54 +03:00
Triang3l
4617dc5569 Merge branch 'master' into vulkan 2020-12-13 20:04:12 +03:00
Triang3l
9a4643d0f2 [GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir 2020-12-07 22:31:46 +03:00
Triang3l
6b988d43c7 [D3D12] Cleanup: pipeline state -> pipeline, other things 2020-11-14 16:43:18 +03:00
Triang3l
cacf702948 Merge branch 'master' into vulkan 2020-10-30 22:58:55 +03:00
Triang3l
ae3b68c7b6 [DXBC] Fast mul path only for fully identical components because neg is post-abs 2020-10-30 22:31:30 +03:00
Triang3l
feb8258a5e [DXBC] Multiplication signed zero handling 2020-10-30 22:14:38 +03:00
Triang3l
738cb0b847 [SPIR-V] Result storing 2020-10-29 22:07:02 +03:00
Triang3l
4bb0ca0e09 [GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension 2020-07-11 15:54:22 +03:00
Triang3l
8a64861ec0 [DXBC] New tfetch: pre-swizzle signs, additive LOD + refactoring 2020-06-06 19:12:34 +03:00
Triang3l
aa73d652ba [DXBC] OpenGL snorm vfetch because why not 2020-05-24 19:25:35 +03:00
Triang3l
3879ff29b3 [DXBC/GPU] vfetch to new codegen, signed vfetch offset, fix AND with system flags 2020-05-23 17:15:11 +03:00
Triang3l
0d14ae01bb [D3D12] Allow non-adaptive tessellation for patch primitive types, and all triangle and quad tessellation modes 2020-05-11 22:40:52 +03:00
Triang3l
b79ba69548 [DXBC] ALU vector ops to new codegen 2020-05-10 16:33:39 +03:00
Triang3l
3aa0ce3096 [GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks 2020-05-08 23:57:51 +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
9d36c257b0 [D3D12] Non-adaptive triangle tessellation 2020-04-07 18:55:43 +03:00
Triang3l
4b9f63cdf1 [GPU] Shader::HostVertexShaderType enum for domain shader types 2020-04-06 00:03:23 +03:00
Triang3l
1336316139 [D3D12] Vertex kill and multipass vertex exports 2020-02-20 08:56:16 +03:00
Triang3l
4061445087 [GPU] Remove unused kConstantInt/Bool shader operands 2020-02-02 21:05:00 +03:00
Triang3l
84a8dc91e4 [D3D12] Filtering between array texture layers 2019-09-03 10:14:25 +03:00
Triang3l
4825e69fda [D3D12] Cleanup primitive types and front/back facing 2019-07-13 22:25:03 +03:00
Triang3l
6672997108 [D3D12] ROV early Z and full rewrite, shader scalar optimizations 2019-07-11 09:31:58 +03:00
Triang3l
66a9c9d812 [GPU] Store ALU result after both vector and scalar instructions 2019-04-20 20:30:01 +03:00
Triang3l
ef523823d5 [D3D12] Force early Z with DSV, fix blend disabled flag in rb_colorcontrol ignored 2019-01-11 17:07:33 +03:00
Triang3l
72e9ac5c28 [GPU] Shader translator: More memexport validation 2018-12-21 22:24:09 +03:00
Triang3l
adc0eb87f6 [GPU] Gather used memexport constants in shader translator 2018-12-20 10:14:18 +03:00
Triang3l
1ee3ed03fd [D3D12] DXBC: Skip loading and some ALU ops for identical operands 2018-12-09 00:20:13 +03:00
Triang3l
c4599ff211 [D3D12] Compact float constants and don't split them into pages 2018-09-30 20:17:26 +03:00