This brings the analysis done for condition registers
more in line with the analysis done for GPRs and FPRs.
This gets rid of the old wantsCR member, which wasn't actually
used anyway. In case someone wants it again in the future, they
can compute the bitwise inverse of crDiscardable.
This fixes a problem I was having where using frame advance with the
debugger open would frequently cause panic alerts about invalid addresses
due to the CPU thread changing MSR.DR while the host thread was trying
to access memory.
To aid in tracking down all the places where we weren't properly locking
the CPU, I've created a new type (in Core.h) that you have to pass as a
reference or pointer to functions that require running as the CPU thread.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
When the interpreter writes to a discarded register, its type
must be changed so that it is no longer considered discarded.
Fixes a 62ce1c7 regression.
This commit adds a new "discarded" state for registers.
Discarding a register is like flushing it, but without
actually writing its value back to memory. We can discard
a register only when it is guaranteed that no instruction
will read from the register before it is next written to.
Discarding reduces the register pressure a little, and can
also let us skip a few flushes on interpreter fallbacks.
The output of instructions like fabsx and ps_sel is store-safe
if and only if the relevant inputs are. The old code was always
marking the output as store-safe if the output was a single,
and never otherwise.
Also, the old code was treating the output of psq_l/psq_lu as
store-safe, which seems incorrect (if dequantization is disabled).
This class effectively acted as a "discount vector", that would simply
allocate memory and then delete it in the destructor when it goes out of
scope.
We can just use a std::vector directly to reduce this boilerplate.
This introduces speculative constants, allowing FIFO writes to be
optimized in more places.
It also clarifies the guarantees of the FIFO optimization, changing
the location of some of the checks and potentially avoiding redundant
checks.
Now it should be easier to merge more than 2-instruction-long sequences.
Also correct some minor inconsistencies in behavior between instruction
merging cases.
Optimistically assume used GQRs are 0 in blocks that only use one GQR, and
bail at the start of the block and recompile if that assumption fails.
Many games use almost entirely unquantized stores (e.g. Rebel Strike, Sonic
Colors), so this will likely be a big performance improvement across the board
for games with heavy use of paired singles.
If the inputs are both float singles, and the top half is known to be identical
to the bottom half, we can use packed arithmetic instead of scalar to skip
the movddup.
This is slower on a few rather old CPUs, plus the Atom+Silvermont, so detect
Atom and disable it in that case.
Also avoid PPC_FP on stores if we know that the output came from a float op.
This is a higher level, more concise wrapper for bitsets which supports
efficiently counting and iterating over set bits. It's similar to
std::bitset, but the latter does not support efficient iteration (and at
least in libc++, the count algorithm is subpar, not that it really
matters). The converted uses include both bitsets and, notably,
considerably less efficient regular arrays (for in/out registers in
PPCAnalyst).
Unfortunately, this may slightly pessimize unoptimized builds.
Should be at least a bit better than the previous LRU approach. Currently
has two basic components: whether a register is dirty (dirty registers need
to be stored, so clobbering them hurts more) and how many other registers will
be used between now and the next time a register gets used.
Also don't pre-load values that don't need to be in registers.
This should dramatically reduce code size in the case of blocks with
lots of branches, and certainly doesn't hurt elsewhere either.
This can probably be improved a good bit through smarter tracking of register
usage, e.g. discarding registers that are going to be overwritten, but this
is a good start and should help reduce code size and register pressure.
Unlike that sort of change, this is a "safe" patch; it only flushes registers,
which can't affect correctness, unlike actually discarding data.
As part of this, refactor PPCAnalyst to support distinguishing between
float and integer registers (to properly handle instructions that access
both, like floating-point loads and stores).
Also update every instruction in the interpreter flags table I could find
that didn't have all the correct flags.
Tries as hard as possible to push carry-using operations (like addc and adde)
next to each other. Refactor the instruction reordering to be more flexible
and allow multiple passes.
353 -> 192 x86 instructions on a carry-heavy code block in Pokemon Puzzle.
12% faster overall in Pokemon Puzzle; probably less in typical games (Virtual
Console games seem to be carry-heavy for some reason; maybe a different
compiler?)