xenia-gpu: end-to-end Xenos pipeline (PM4, ucode, EDRAM, resolve)

First real GPU implementation. Ring/PM4 frontend (ring_view,
ring_drain, pm4) drains the command processor; gpu_system owns the
threaded backend (DrainFence RPC + parker/fence helpers from M1) and
the MMIO-mapped register block (mmio_region).

Xenos shader frontend: ucode/{alu,control_flow,fetch,mod}.rs decode
the Xbox 360 microcode, translator.rs lowers it onto the WGSL
xenos_interp interpreter shader (shaders/xenos_interp.wgsl).
shader_metrics.rs counts decode/translate work.

Render state: draw_state, primitive, render_target_cache,
texture_cache, tiled_address (Xenos's swizzled tiled-memory layout),
xenos_constants (register field constants), edram (the 10 MiB EDRAM
model with MSAA), and resolve.rs (TILE_FLUSH copy-out — clear-resolve
plus bitwise-equivalent 32 bpp + 64 bpp paths landed). handle.rs
owns the typed GPU-resource handles the kernel hands out.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-05-01 16:29:38 +02:00
parent 5f0d6487ea
commit 79eb52c378
24 changed files with 10984 additions and 18 deletions

View File

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//! Host-side static analysis over a [`ParsedShader`], emitted once per unique
//! shader blob. Produces the observability the plan's P3b/P3c sections call
//! for (`gpu.shader.interpret{stage,kind}` + `gpu.shader.reject{reason}`), so
//! the HUD can show when a game is reaching ops the WGSL interpreter falls
//! back on.
//!
//! Analysis is intentionally cheap: it scans each exec clause's instruction
//! triples, classifies them as ALU / vertex-fetch / texture-fetch using the
//! owning clause's sequence bitmap, and bumps counters accordingly. No GPU
//! readback is required — `reject` reasons are inferred from opcode values
//! alone.
use metrics::counter;
use crate::ucode::alu::{decode_alu, sop, vop};
use crate::ucode::control_flow::ControlFlowInstruction;
use crate::ucode::fetch::{FetchInstruction, decode_fetch};
use crate::ucode::ParsedShader;
/// Walk `parsed` once and emit `gpu.shader.interpret` + `gpu.shader.reject`
/// counters. `stage` should be `"vs"` or `"ps"`.
pub fn emit_for(parsed: &ParsedShader, stage: &'static str) {
let mut alu_count: u64 = 0;
let mut vfetch_count: u64 = 0;
let mut tfetch_count: u64 = 0;
let mut rejects: Vec<(&'static str, u64)> = Vec::new();
let mut features: Vec<&'static str> = Vec::new();
for clause in &parsed.cf {
match clause {
ControlFlowInstruction::Exec {
address,
count,
sequence,
..
} => {
for i in 0..(*count as usize) {
let triple_idx = *address as usize + i;
let base = triple_idx * 3;
if base + 2 >= parsed.instructions.len() {
break;
}
let words = [
parsed.instructions[base],
parsed.instructions[base + 1],
parsed.instructions[base + 2],
];
// sequence bit layout: 2 bits per triple, hi bit = is-fetch.
let is_fetch = ((sequence >> (i * 2 + 1)) & 1) != 0;
if is_fetch {
match decode_fetch(words) {
FetchInstruction::Vertex(_) => vfetch_count += 1,
FetchInstruction::Texture(tf) => {
tfetch_count += 1;
match tf.dimension {
0 => mark_feature(&mut features, "tfetch_1d"),
2 => mark_feature(&mut features, "tfetch_3d"),
3 => mark_feature(&mut features, "tfetch_cube"),
_ => {}
}
if tf.dimension != 1 {
bump(&mut rejects, "texfetch_dimension");
}
}
FetchInstruction::Unknown { .. } => {
bump(&mut rejects, "fetch_unknown");
}
}
} else {
alu_count += 1;
let alu = decode_alu(words);
if !vec_op_supported(alu.vector_opcode) {
bump(&mut rejects, "alu_vec_unsupported");
}
if !scl_op_supported(alu.scalar_opcode) {
bump(&mut rejects, "alu_scl_unsupported");
}
// Feature-of-interest detection for future phases.
// Transcendentals + kill + setp + cube/max4 are the
// high-value signals: they tell us which of the
// deferred capabilities Sylpheed actually exercises.
match alu.vector_opcode {
v if v == vop::CUBE => mark_feature(&mut features, "vec_cube"),
v if v == vop::MAX4 => mark_feature(&mut features, "vec_max4"),
v if v == vop::KILL_EQ
|| v == vop::KILL_GT
|| v == vop::KILL_GE
|| v == vop::KILL_NE =>
{
mark_feature(&mut features, "vec_kill");
}
v if v == vop::CND_EQ
|| v == vop::CND_GE
|| v == vop::CND_GT =>
{
mark_feature(&mut features, "vec_cnd");
}
_ => {}
}
match alu.scalar_opcode {
s if s == sop::EXP
|| s == sop::LOG
|| s == sop::LOGC
|| s == sop::SIN
|| s == sop::COS =>
{
mark_feature(&mut features, "scl_transcendental");
}
s if s == sop::RSQ
|| s == sop::RSQC
|| s == sop::RSQF
|| s == sop::SQRT =>
{
mark_feature(&mut features, "scl_sqrt_family");
}
s if s == sop::SETP_EQ
|| s == sop::SETP_NE
|| s == sop::SETP_GT
|| s == sop::SETP_GE
|| s == sop::SETP_INV
|| s == sop::SETP_POP
|| s == sop::SETP_CLR
|| s == sop::SETP_RSTR =>
{
mark_feature(&mut features, "scl_setp");
}
s if s == sop::KILLS_EQ
|| s == sop::KILLS_GT
|| s == sop::KILLS_GE
|| s == sop::KILLS_NE
|| s == sop::KILLS_ONE =>
{
mark_feature(&mut features, "scl_kills");
}
_ => {}
}
if alu.predicated {
mark_feature(&mut features, "alu_predicated");
}
}
}
}
ControlFlowInstruction::LoopStart { .. }
| ControlFlowInstruction::LoopEnd { .. } => {
mark_feature(&mut features, "cf_loop");
bump(&mut rejects, "cf_loop");
}
ControlFlowInstruction::CondJmp { .. } => {
mark_feature(&mut features, "cf_cond_jmp");
bump(&mut rejects, "cf_cond_jmp");
}
ControlFlowInstruction::CondCall { .. } | ControlFlowInstruction::Return => {
mark_feature(&mut features, "cf_call_return");
bump(&mut rejects, "cf_call_return");
}
ControlFlowInstruction::Unknown { .. } => {
bump(&mut rejects, "cf_unknown");
}
_ => {}
}
}
counter!("gpu.shader.interpret", "stage" => stage, "kind" => "alu")
.increment(alu_count);
counter!("gpu.shader.interpret", "stage" => stage, "kind" => "vfetch")
.increment(vfetch_count);
counter!("gpu.shader.interpret", "stage" => stage, "kind" => "tfetch")
.increment(tfetch_count);
for (reason, n) in rejects {
counter!("gpu.shader.reject", "stage" => stage, "reason" => reason).increment(n);
}
for name in features {
counter!("gpu.feature.used", "stage" => stage, "name" => name).increment(1);
}
}
fn mark_feature(buf: &mut Vec<&'static str>, name: &'static str) {
if !buf.contains(&name) {
buf.push(name);
}
}
fn bump(buf: &mut Vec<(&'static str, u64)>, reason: &'static str) {
for entry in buf.iter_mut() {
if entry.0 == reason {
entry.1 += 1;
return;
}
}
buf.push((reason, 1));
}
fn vec_op_supported(op: u8) -> bool {
matches!(
op,
vop::ADD
| vop::MUL
| vop::MAX
| vop::MIN
| vop::SEQ
| vop::SGT
| vop::SGE
| vop::SNE
| vop::FRC
| vop::TRUNC
| vop::FLOOR
| vop::MAD
| vop::CND_EQ
| vop::CND_GE
| vop::CND_GT
| vop::DOT4
| vop::DOT3
| vop::DOT2_ADD
| vop::MAX4
| vop::KILL_EQ
| vop::KILL_GT
| vop::KILL_GE
| vop::KILL_NE
| vop::DST
)
}
fn scl_op_supported(op: u8) -> bool {
matches!(
op,
sop::ADDS
| sop::ADDS_PREV
| sop::MULS
| sop::MULS_PREV
| sop::MAXS
| sop::MINS
| sop::SEQS
| sop::SGTS
| sop::SGES
| sop::SNES
| sop::FRCS
| sop::TRUNCS
| sop::FLOORS
| sop::EXP
| sop::LOG
| sop::LOGC
| sop::RCP
| sop::RCPC
| sop::RCPF
| sop::RSQ
| sop::RSQC
| sop::RSQF
| sop::SQRT
| sop::SUBS
| sop::SUBS_PREV
| sop::SETP_EQ
| sop::SETP_NE
| sop::SETP_GT
| sop::SETP_GE
| sop::SETP_INV
| sop::SETP_POP
| sop::SETP_CLR
| sop::SETP_RSTR
| sop::KILLS_EQ
| sop::KILLS_GT
| sop::KILLS_GE
| sop::KILLS_NE
| sop::KILLS_ONE
| sop::SIN
| sop::COS
| sop::RETAIN_PREV
)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::ucode::alu::{sop, vop};
use crate::ucode::control_flow::ControlFlowInstruction;
/// Build a minimal `ParsedShader` with one `Exec` clause containing
/// `count` ALU triples and assert the `alu` counter path works.
#[test]
fn emit_for_runs_on_synthetic_shader() {
let alu_w2 = (vop::ADD as u32) | ((sop::ADDS as u32) << 6) | (0xF << 12);
let shader = ParsedShader {
cf: vec![
ControlFlowInstruction::Exec {
address: 0,
count: 2,
sequence: 0, // all ALU (no is-fetch bits)
is_end: false,
predicated: false,
predicate_condition: false,
},
ControlFlowInstruction::Exit,
],
instructions: vec![0, 0, alu_w2, 0, 0, alu_w2],
};
// Just smoke: doesn't panic. Counters are validated via metrics
// exporters elsewhere; we only assert this doesn't throw on a
// well-formed ParsedShader.
emit_for(&shader, "vs");
}
/// P8: a shader containing `LoopStart` should mark `cf_loop` as used
/// so the HUD can surface which deferred feature a game triggers.
#[test]
fn feature_detection_flags_loops_and_kills() {
let kill_alu_w2 =
(vop::KILL_EQ as u32) | ((sop::RETAIN_PREV as u32) << 6) | (0xF << 12);
let shader = ParsedShader {
cf: vec![
ControlFlowInstruction::LoopStart {
address: 0,
loop_id: 0,
},
ControlFlowInstruction::Exec {
address: 0,
count: 1,
sequence: 0,
is_end: true,
predicated: false,
predicate_condition: false,
},
],
instructions: vec![0, 0, kill_alu_w2],
};
// Smoke: emits cleanly.
emit_for(&shader, "ps");
}
#[test]
fn unsupported_ops_classified_as_rejects() {
// Opcode 63 is outside our supported sets for both pipes.
let alu_w2 = 63u32 | (63u32 << 6) | (0xF << 12);
let shader = ParsedShader {
cf: vec![
ControlFlowInstruction::Exec {
address: 0,
count: 1,
sequence: 0,
is_end: true,
predicated: false,
predicate_condition: false,
},
],
instructions: vec![0, 0, alu_w2],
};
// Again: smoke — but also confirm our static tables reject op 63.
assert!(!vec_op_supported(63));
assert!(!scl_op_supported(63));
emit_for(&shader, "ps");
}
}