To avoid FPRs being pushed unnecessarily, I checked the uses: DSPEmitter
doesn't use FPRs, and VertexLoader doesn't use anything but RAX, so I
specified the register list accordingly. The regular JIT, however, does
use FPRs, and as far as I can tell, it was incorrect not to save them in
the outer routine. Since the dispatcher loop is only exited when
pausing or stopping, this should have no noticeable performance impact.
- Factor common work into a helper function.
- Replace confusingly named "noProlog" with "rsp_alignment". Now that
x86 is not supported, we can just specify it explicitly as 8 for
clarity.
- Add the option to include more frame size, which I'll need later.
- Revert a change by magumagu in March which replaced MOVAPD with MOVUPD
on account of 32-bit Windows, since it's no longer supported. True,
apparently recent processors don't execute the former any faster if the
pointer is, in fact, aligned, but there's no point using MOVUPD for
something that's guaranteed to be aligned...
(I discovered that GenFrsqrte and GenFres were incorrectly passing false
to noProlog - they were, in fact, functions without prologs, the
original meaning of the parameter - which caused the previous change to
break. This is now fixed.)
Uses are split into three categories:
- Arbitrary (except for size savings) - constants like RSCRATCH are
used.
- ABI (i.e. RAX as return value) - ABI_RETURN is used.
- Fixed by architecture (RCX shifts, RDX/RAX for some instructions) -
explicit register is kept.
In theory this allows the assignments to be modified easily. I verified
that I was able to run Melee with all the registers changed, although
there may be issues if RSCRATCH[2] and ABI_PARAM{1,2} conflict.
And switch to a register order that consistently prefers callee-save to
caller-save. phire suggested putting rdi/rsi first, even though they're
caller-save, to save code space; this is more conservative and I can do
that later.
Rather than using a variety of registers including RSI, ABI_PARAM1
(either RCX or RDI), RCX, and RDX, the rule is:
- RDI and RSI are never used. This allows them to be allocated on Unix,
bringing parity with Windows.
- RDX is a permanent temporary register along with RAX (and is thus not
FlushLocked). It's used frequently enough that allocating it would
probably be a bad idea, as it would constantly get flushed.
- RCX is allocatable, but is flushed in two situations:
- Non-immediate shifts (rlwnm), because x86 requires RCX to be used.
- Paired single loads and stores, because they require three
temporary registers: the helper functions take two integer
arguments, and another register is used as an index to get the
function address.
These should be relatively rare.
While we're at it, in stores, use the registers directly where possible
rather than always using temporaries (by making SafeWriteRegToReg
clobber less). The address doesn't need to be clobbered in the usual
case, and on CPUs with MOVBE, neither does the value.
Oh, and get rid of a useless MEMCHECK.
This commit does not actually add new registers to the allocation order;
it is intended to test for any performance or correctness issues
separately.
The special case is where the registers are actually to be swapped (i.e.
func(ABI_PARAM2, ABI_PARAM1); this was previously impossible but would
be ugly not to handle anyway.
In two cases, my old code was using a temporary register but not saving
it properly; it basically worked by accident (an otherwise useless
FlushLock was causing CallerSavedRegistersInUse to think it was in use
by the GPR cache, even though it was actually a temporary).
I'm going to modify this in the next commit to use RDX, but I didn't
want to leave a broken revision in the middle.
The register is RBP, previously in the GPR allocation order. The next
commit will investigate whether there are too few GPRs (now or before),
but for now there is no replacement.
Previously, it was accessed RIP relatively; using RBP, anything in the
first 0x100 bytes of ppcState (including all the GPRs) can be accessed
with three fewer bytes. Code to access ppcState is generated constantly
(mostly by register save/load), so in principle, this should improve
instruction cache footprint significantly. It seems that this makes a
significant performance difference in practice.
The vast majority of this commit is mechanically replacing
M(&PowerPC::ppcState.x) with a new macro PPCSTATE(x).
Version 2: gets most of the cases which were using the register access
macros.
The old method would always evict the first suitable register, i.e. the
same register every time once the cache got full. The cache doesn't get
terribly often, but the result is pathological...
This causes glDrawArrays to fail in core profile, and thus on OS X, see:
http://renderingpipeline.com/2012/03/attribute-less-rendering/
There must be something bound, even though it is not used.
Fixes#7599. I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
Separated out from my gpu-determinism branch by request. It's not a big
commit; I just like to write long commit messages.
The main reason to kill it is hopefully a slight performance improvement
from avoiding the double switch (especially in single core mode);
however, this also improves cycle calculation, as described below.
- FifoCommandRunnable is removed; in its stead, Decode returns the
number of cycles (which only matters for "sync" GPU mode), or 0 if there
was not enough data, and is also responsible for unknown opcode alerts.
Decode and DecodeSemiNop are almost identical, so the latter is replaced
with a skipped_frame parameter to Decode. Doesn't mean we can't improve
skipped_frame mode to do less work; if, at such a point, branching on it
has too much overhead (it certainly won't now), it can always be changed
to a template parameter.
- FifoCommandRunnable used a fixed, large cycle count for display lists,
regardless of the contents. Presumably the actual hardware's processing
time is mostly the processing time of whatever commands are in the list,
and with this change InterpretDisplayList can just return the list's
cycle count to be added to the total. (Since the calculation for this
is part of Decode, it didn't seem easy to split this change up.)
To facilitate this, Decode also gains an explicit 'end' parameter in
lieu of FifoCommandRunnable's call to GetVideoBufferEndPtr, which can
point to there or to the end of a display list (or elsewhere in
gpu-determinism, but that's another story). Also, as a small
optimization, InterpretDisplayList now calls OpcodeDecoder_Run rather
than having its own Decode loop, to allow Decode to be inlined (haven't
checked whether this actually happens though).
skipped_frame mode still does not traverse display lists and uses the
old fake value of 45 cycles. degasus has suggested that this hack is
not essential for performance and can be removed, but I want to separate
any potential performance impact of that from this commit.
Decreases total Wii state save time (not counting compression) from
~570ms to ~18ms.
The compiler can't remove this check because of potential aliasing; this
might be fixable (e.g. by making mode const), but there is no reason to
have the code work in such a braindead way in the first place.
- DoVoid now uses memcpy.
- DoArray now uses DoVoid on the whole rather than Doing each element
(would fail for an array of STL structures, but we don't have any of
those).
- Do also now uses DoVoid. (In the previous version, it replicated
DoVoid's code in order to ensure each type gets its own implementation,
which for small types then becomes a simple load/store in any modern
compiler. Now DoVoid is __forceinline, which addresses that issue and
shouldn't make a big difference otherwise - perhaps a few extra copies
of the code inlined into DoArray or whatever.)
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
This shouldn't affect functionality. I'm not sure if the breakpoint
distinction is actually necessary (my commit messages from the old
dc-netplay last year claim that breakpoints are broken anyway, but I
don't remember why), but I don't actually need to change this part of
the code (yet), so I'll stick with the trimmings change for now.
In particular, even in code that only runs on x86-64, you can't use
PRIx64 for size_t because, on OS X, one is unsigned long and the other
is unsigned long long and clang whines about the difference. I guess
you could make a size_t specifier macro, but those are horribly ugly, so
I just used casting.
Anyone want to make a nice (and slow) template-based printf?
Now without bare 'unsigned'.
(1) Rename ABI_ALL_CALLEE_SAVED to ABI_ALL_CALLER_SAVED, because that's
what it was actually defined as (and used as). Derp.
(2) RegistersInUse is always used for the purpose of saving registers
before calling a C++ function in the middle of a JIT block (without
flushing). There is no need to save callee-saved registers in this
case. Change the name to CallerSavedRegistersInUse and mask with
ABI_ALL_CALLER_SAVED.
Nothing obvious broke when starting up a Melee game. (I added a test
for anything actually being masked out; it happens, but in this
particular case seemed to occur at most a few dozen times per second, so
the actual performance benefit is probably negligible.)
This is undefined behavior in C++, and a clang warning suggests it is
actually producing bad code as a result:
../Source/Core/VideoCommon/BPFunctions.cpp:164:45: warning: comparison of constant 4294967295 with expression of type 'PEControl::PixelFormat' is always false [-Wtautological-constant-out-of-range-compare]
if (new_format == old_format || old_format == (unsigned int)-1)
Between C++11 and C++14, volatile types stopped being trivially
copyable. The serializer has no reason to care about this distinction,
so tack on remove_volatile.
Parsing Gecko codes (in any manner) is much like parsing HTML with regex
- that w̷a̶y̸ l̵i̷e̴s̵ m̴̲a̵͈d̵̝n̵̙ę̵͎̞̼̙̼͔̞͖͎̝s̵̨̬̱͍͓͉̠̯̤͙̝s̷͍̲̲̭̼͍͎͖̤̭̘. Luckily, with the embedded codehandler.bin,
the monstrosity may remain at only one implementation. Anyway, removing
the inserted_asm_codes thing probably speeds up the interpreter a bit.
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses. A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory. Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.
And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
- Add support for std::set and std:pair.
- Switch from std::is_pod to std::is_trivially_copyable, to allow for
types that have constructors but trivial copy constructors. Easy,
except there are three different nonstandard versions of it required
on different platforms, in addition to the standard one.
(Read_Opcode_JIT and Write_Opcode_JIT read/write from unrelated memory
areas.* Rename the latter and refactor.)
*except at the one specific exception handler where it doesn't. I
have no idea what this is supposed to do, but it probably doesn't do
it correctly. For now, remove the exception.
(1) The alternative doesn't compile.
(2) Despite "unlimited" sounding like a hack, it's actually
significantly more correct then the alternative, which is no
emulated icache.
(3) Easier to wrap my head around.
It incorrectly continued to test EAX after it was changed to load
directly to the assigned register.
Also switch from a flush to ABI_PushRegistersAndAdjustStack, to avoid
needless flushing in the no-idle case.
And fix some stuff up. It would probably be good to unify the stack
handling some more rather than having ABI_PushRegistersAndAdjustStack do
part of it and ABI_AlignStack the rest, causing unnecessary subtract
instructions on Linux x86 (only).
As part of that, change SafeLoadToEAX to SafeLoadToReg, and have JitIL
use that, which should fix fastmem on JitIL.
This should also fix a potential stack corruption issue with x86.
It's extremely unsafe, unused (not exposed in the GUI and not present in
any gameconfigs), and mostly obviated by fastmem. Although this type of
thing could theoretically be useful someday for fastmem support with
MMU, it's probably not the best way to do it, the existing
implementation is way too simplistic, and it can always be dug up to
provide support for a new implementation if needed.
Not like it's a big deal to keep it working, but it really seems
pointless.
- Don't use %lu for size_t; they're different on Linux x86.
- has_warned_about_drivers is only used on win32, so only declare it
there to avoid a unused variable warning.
He claims they don't work on that revision either, but from a quick
Google they (most of them?) seem to be intended for it, so keep them in
case they're useful for anyone.
This properly fixes default gecko codes.
It makes perfect sense to have two separate cheat windows and two
separate code paths for the different code formats, right?