Commit Graph
36 Commits
Author SHA1 Message Date
Fiora c359d65dfe JIT64: add frspx implementation 2014-08-28 11:40:31 -07:00
Fiora 7929f2f033 JIT: make fprf conditional in fcmp, just like the other instructions
Missed in the FPRF merge (it didn't break anything, but it's probably a bit
slower and not consistent with the others).
2014-08-28 11:19:09 -07:00
Fiora 043256449e Jit64: some load/store optimizations
Avoid extra ops during address calculation in loads; use LEAs or immediates
whenever possible.
2014-08-28 10:12:55 -07:00
Fiora f9d4ff0d5d x64Emitter: add support for some missing CVT instructions 2014-08-27 20:15:42 -07:00
Fiora 7e07acbf3f Fix another absent-minded typo in the fmul interpreter patch 2014-08-26 23:00:11 -07:00
Fiora 1a0a33518b Bugfixes for fmul rounding
Fix the places I forgot to add Force25Bit, and fix an incredibly silly typo bug
2014-08-26 21:37:45 -07:00
Fiora 7dbc623dc0 JIT: Initial FPRF support
Doesn't support all the FPSCR flags, just the FPRF ones.
Add PPCAnalyzer support to remove unnecessary FPRF calculations.

POV-ray benchmark with enableFPRF forced on for an extreme comparison:
Before: 1500s
After, fmul/fmadd only: 728s
After, all float: 753s

In real games that use FPRF, like F-Zero GX, FPRF previously cost a few percent
of total runtime.

Since FPRF is so much faster now, if enableFPRF is set, just do it for every
float instruction, not just fmul/fmadd like before. I don't know if this will
fix any games, but there's little good reason not to.
2014-08-26 10:57:03 -07:00
Fiora 288babf414 PPCFP: add comment 2014-08-26 09:08:22 -07:00
Fiora 90324f3809 JIT64: add mulhwx implementation 2014-08-26 01:09:04 -07:00
Fiora aaca1b01e5 JIT64: clean up and unify float load/store code
While we're at it, support a bunch of float load/store variants that weren't
implemented in the JIT. Might not have a big speed impact on typical games but
they're used at least a bit in povray and luabench.

694 -> 644 seconds on povray.
2014-08-25 19:51:40 -07:00
Fiora f04e362721 JIT: fix incredibly silly mistake in fmul rounding patch 2014-08-25 10:10:28 -07:00
Fiora 4d7b1275c9 Interpreter: apply the same odd rounding to single multiplies as the JIT 2014-08-24 10:28:52 -07:00
Fiora 4f18f6078f JIT64: Fix fmul rounding issues
Thanks to magumagu's softfp experiments, we know a lot more about the Wii's
strange floating point unit than we used to. In particular, when doing a
single-precision floating point multiply (fmulsx), it rounds the right hand
side's mantissa so as to lose the low 28 bits (of the 53-bit mantissa).

Emulating this behavior in Dolphin fixes a bunch of issues with games that
require extremely precise emulation of floating point hardware, especially
game replays. Fortunately, we can do this with rather little CPU cost; just ~5
extra instructions per multiply, instead of the vast load of a pure-software
float implementation.

This doesn't make floating-point behavior at all perfect. I still suspect
fmadd rounding might not be quite right, since the Wii uses fused instructions
and Dolphin doesn't, and NaN/infinity/exception handling is probably off in
various ways... but it's definitely way better than before.

This appears to fix replays in Mario Kart Wii, Mario Kart Double Dash, and
Super Smash Brothers Brawl. I wouldn't be surprised if it fixes a bunch of
other stuff too.

The changes to instructions other than fmulsx may not be strictly necessary,
but I included them for completeness, since it feels wrong to fix some
instructions but not others, since some games we didn't test might rely on
them.
2014-08-24 10:28:52 -07:00
Fiora ce6d09ca5d Add AVX2/BMI1/BMI2 detection support
Also clean up the formatting in a bit of the CPU detection code.
2014-08-24 09:14:54 -07:00
Fiora 59c1a46ab1 JIT: faster PPC_FP code
The PPC_FP conversion code can be made a lot simpler with the observation
that the only values that need to be sent through the slow x87 path are
denormals.

A whole bunch faster: 708->678 seconds on POV-RAY.
2014-08-23 07:44:42 -07:00
Fiora 5c0145f71b PPCAnalyzer: move num_instructions initialization to correct place
Much of the PPC Analyzer code (e.g. instruction reordering for merging
branches) wasn't actually being run.
2014-08-21 11:19:23 -07:00
Fiora a1655a0e3c JIT: avoid saving the PC on every store
Modify the backpatcher to store the PC in the trampolines.
Should be ~3.5% faster overall (measured on POV-RAY benchmark).
2014-08-19 02:08:53 -07:00
Fiora 1a36210093 JIT: cleanup unnecessary immedate size-checking logic
We do this in the emitter now, so this code isn't needed anymore.
2014-08-18 08:20:46 -07:00
Fiora 802b28daf9 x64Emitter: refactor to support longer opcodes
Also add some new SSE4 opcodes.
2014-08-17 04:48:17 -07:00
Fiora 75279881cc JIT: flush *after* the merged branch, not before
More correct and should avoid lots of redundant stores.
2014-08-17 00:02:00 -07:00
Fiora a317dac089 Debugger: fix JIT block viewer PPC view
The JIT block compare code didn't set the same options for the PPCAnalyzer
as the actual JIT did, which made the PPC side of the JIT block viewer stop
at the first branch instead of the end of the block.
2014-08-16 22:25:49 -07:00
Fiora 1cb50c9609 JIT64: faster implementation of mtcrf and mcrxr 2014-08-15 14:09:28 -07:00
Fiora c936984c96 JIT64: faster + branchless crxxx 2014-08-15 14:09:28 -07:00
Fiora 8c71703098 JIT64: faster implementation of mfcr 2014-08-15 14:09:27 -07:00
Fiora 1669b361a2 JIT: don't rely on undefined behavior for constant overflow checking
I have no idea what the compiler does with these, and this code probably
isn't triggered in most games, but it's probably better not to taunt the
undefined behavior demon.
2014-08-15 11:26:10 -07:00
Fiora 56cc0227c3 Debugger: fix blowup calculation again
Wasn't quiiite right in 3c2567 either.
2014-08-15 10:24:35 -07:00
Fiora 290643ad25 Externals: update Bochs to newer version
Should resolve the disassembler not handling all the opcodes Dolphin generates.
2014-08-15 00:44:37 -07:00
Fiora 6741cdbe84 Debugger: fix blowup calculation 2014-08-14 13:40:34 -07:00
Fiora 97beea1963 JIT: Don't needlessly flush register state in merged integer+branch code
The actual branch code doesn't flush the register state, so it doesn't make
much sense for the merged optimization to do so either.
2014-08-14 09:55:11 -07:00
Fiora a4b23d80b7 JIT: correctly set skipNext even if conditional-continue is off
Part 2: I missed the other branch-merging case in the first commit.
2014-08-14 09:31:35 -07:00
Fiora c1f7b0ddc9 Debugger: make "PPC to x86" open JIT window
The button just silently did nothing if the window wasn't open, with no hint
as to how to make it work.
2014-08-14 08:37:33 -07:00
Fiora 75cc8917a1 JIT: correctly set skipNext even if conditional-continue is off 2014-08-14 07:57:55 -07:00
Fiora 75b3e425fd x64Emitter: optimize immediate sizes
A nice alternative than trying to do it throughout the JIT.
2014-08-07 13:07:27 -04:00
Fiora 047cf23f51 JIT64: correctly sign-extend immediate RC values 2014-08-06 14:21:56 -04:00
Fiora 133e04541a JIT: Don't assume the reserved bits in GQRs are zero
While the unused bits in the GQR SPR are probably not supposed to be set, some
games set them anyways (e.g. Dirt 2), which broke the JIT code.
2014-08-04 14:22:00 -04:00
Fiora c9be85b079 Fix quant/dequant table bug
1<<31 is not 2^31 because 1 is a signed int in C; this bug affected both the
JIT and interpreter quantized store implementations, though I don't know if
any games were actually affected.
2014-08-04 10:08:42 -04:00