OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
- Qualcomm's Adreno 4xx
- IMGTec's PowerVR Rogue
Instead of having an "INS" instruction after every single instruction to duplicate the bottom 64bits in to the top 64bits of the register,
create a new FPR register cache type to track when a register's lower 64bits is supposed to be duplicated in to the high 64bits.
Not necessarily actually having the lower bits duplicated in the host side register. This removes inefficient INS instructions from sequential single
float instructions.
In particular a very heavy single heavy block in Animal Crossing went from 712 instructions down to 520 instructions(~37% less instructions!)
If we are flushing multiple sequential guest GPRs then we can store two in a single STP instruction.
Ikaruga does this quite a bit in their blocks where they do an lmw at the very end and then we have to flush them all.
Typically cuts 16 STR instructions down to 8 STP instructions there.
This instruction is fairly heavily used by Ikaruga to load a bunch of registers from the stack.
In particular at the start of the second stage is a block that takes up ~20% CPU time that includes a usage of lmw to load half of the guest
registers.
Basic thing optimized here is changing from a single 32bit LDR to potentially a single 128bit LDR.
a single 32bit LDR is fairly slow, so we can optimize a few ways.
If we have four or more registers to load, do a 64bit LDP in to two host registers, byteswap, and then move the high 32bits of the host registers in
to the correct mapped guest register locations.
If we have two registers to load then do a 32bit LDP which will load two guest registers in a single instruction.
and then if we have only one register left to load, load it as before.
This saves quite a bit of cycles since the Cortex-A57 and A72's LDR instruction takes a few cycles.
Each 32bit LDR takes 4 cycles latency, plus 1 cycle for post-index(which typically happens in parallel.
Both the 32bit and 64bit LDP take the same amount of latency.
So we are improving latencies and reducing code bloat here.
This is a bug that crops if BindToRegister() is called multiple times in a row without a R() function call between them.
How to reproduce the bug:
1) Have a completely filled cache with no host register remaining
2) Call BindToRegister() with different guest registers
3) Don't call R() between the BindToRegister() calls.
This issue typically wouldn't be seen for a couple of reasons. Typically we have /plenty/ of registers in the cache, and in most cases we only call
BindToRegister() once per instruction. In the off chance that it is called multiple times, it wouldn't update the last used counts and would flush the
same register as the previous call to it.
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.
We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.
Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)
Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
In particular this optimizes the case where a 32bit float is loaded via lfs, and then used in double operations.
This happens very often in Gekko based code because the best way to load a 32bit value as a double is lfs since it automatically turns in to a double value.
There are a few other implications of this in practice as well. Like if both of the paired registers are loaded via psq_l and then used in double
operations it would be improved.
Also if we implement a double register we've got to be careful to make sure we understand if it is in "lower" register or the full 128bit register.
Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more.
Double our maximum shader size to compensate.
Fixes issue #8860
If we are going to be using lfd, then chances are it is going to be used in double heavy areas of code.
If we only need to load the lower register, then we should also not worry about having to insert in to the low 64bits of the guest register.
So add a new flag to the backpatching to handle lfd to directly to the destination register.
This gives ~3% performance improvement to Povray.
This improves performance pretty much across the board for games.
The increase in performance is mainly from removing some code from the main JIT blocks of code (pushing and popping millions of registers) and
throwing them in farcode where it doesn't pollute the icache.
This is required to make sure two code spaces are relatively close to one another.
In this case I need the AArch64 JIT codespace and its farcode space to be within 128MB of one another for branches.
The default EGL_RENDERABLE_TYPE is GLES1, so vendors have the ability to choose between returning only the bits requested, or all of the bits
supported in addition to the one requested.
PowerVR chose to take the route where they only return the bits requested, everyone else returns all of the bits supported.
Instead of letting the vendor have control of this, let's incrementally go through each renderable type and make sure it supports everything we want.
This will cover all devices for now, and for the future.
This bug has been reported to IMGTec at https://pvrsupport.imgtec.com/ticket/472
The basic idea of the bug is that if you're doing a bitwise and of a constant value vector with a constant scalar value, this causes PowerVR's shader
compiler to fail out with a very non-descriptive message.
Working around the issue by making the value a vector that it is being masked by.
I streamed this implementation earlier today to get people to have a feel for implementing instructions in the AArch64 recompiler.
This one was a fairly simple one to implement.
In particular this fixes the 6666 colour format
We were loading from the wrong location and it was causing /terrible/ colour changes.
This also fixes a bug in the all the colour formats(except 888) where the unaligned path was loading in to the wrong register.