* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
* Add Vmvn (register), tests for both Vmvn variants.
* Add Vpmin, Vpmax, improve Non-FastFp accuracy for Vpadd
* Rebase on top of PTC.
* Add Nopcode
* Increment PTC version.
* Fix nits.
* Improve performance when converting texture formats.
Still more work to do.
* Speed up buffer -> texture copies.
No longer copies byte by byte. Fast path when formats are identical.
* Fix a few things, 64 byte block fast copy.
* Spacing cleanup, unrelated change.
* Fix base offset calculation for region copies.
* Fix Linear -> BlockLinear
* Fix some nits. (part 1 of review feedback)
* Use a generic version of the Convert* functions rather than lambdas.
This is some real monkey's paw shit.
* Remove unnecessary span constructor.
* Revert "Use a generic version of the Convert* functions rather than lambdas."
This reverts commit aa43dcfbe8bba291eea4e10c68569af7a56a5851.
* Fix bug with rectangle destination writing, better rectangle calculation for linear textures.
* Implementation of query queue and host conditional rendering
* Resolve some comments.
* Use overloads instead of passing object.
* Wake the consumer threads when incrementing syncpoints.
Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread.
* Ensure there's a command between begin and end query.
* Use the jump table for tail continues.
This path is always reached when a function larger than our current length limit (currently 5000) is compiled.
* Use Call Flag rather than 1L
* Index constant buffer vec4s using ternary expressions.
* Remove indexed path.
We determined that it had negligible impact.
* Revert "Remove indexed path."
This reverts commit 25ec4eddfa441e802bd957dfaabc83b23c6bae38.
* Revert "Revert "Remove indexed path.""
This reverts commit 7cd52fecb529dcb9e1a574533bd38531319f1268.
* Start of JIT garbage collection improvements
- thread static pool for Operand, MemoryOperand, Operation
- Operands and Operations are always to be constructed via their static
helper classes, so they can be pooled.
- removing LinkedList from Node for sources/destinations (replaced with
List<>s for now, but probably could do arrays since size is bounded)
- removing params constructors from Node
- LinkedList<> to List<> with Clear() for Operand assignments/uses
- ThreadStaticPool is very simple and basically just exists for the
purpose of our specific translation allocation problem. Right now it
will stay at the worst case allocation count for that thread (so far) -
the pool can never shrink.
- Still some cases of Operand[] that haven't been removed yet. Will need
to evaluate them (eg. is there a reasonable max number of params for
Calls?)
* ConcurrentStack instead of ConcurrentQueue for Rejit
* Optimize some parts of LSRA
- BitMap now operates on 64-bit int rather than 32-bit
- BitMap is now pooled in a ThreadStatic pool (within lrsa)
- BitMap now is now its own iterator. Marginally speeds up iterating
through the bits.
- A few cases where enumerators were generated have been converted to
forms that generate less garbage.
- New data structure for sorting _usePositions in LiveIntervals. Much
faster split, NextUseAfter, initial insertion. Random insertion is
slightly slower.
- That last one is WIP since you need to insert the values backwards. It
would be ideal if it just flipped it for you, uncomplicating things on
the caller side.
* Use a static pool of thread static pools. (yes.)
Prevents each execution thread creating its own lowCq pool and making me cry.
* Move constant value to top, change naming convention.
* Fix iteration of memory operands.
* Increase max thread count.
* Address Feedback
* Implement Jump Table for Native Calls
NOTE: this slows down rejit considerably! Not recommended to be used
without codegen optimisation or AOT.
- Does not work on Linux
- A32 needs an additional commit.
* A32 Support
(WIP)
* Actually write Direct Call pointers to the table
That would help.
* Direct Calls: Rather than returning to the translator, attempt to keep within the native stack frame.
A return to the translator can still happen, but only by exceptionally
bubbling up to it.
Also:
- Always translate lowCq as a function. Faster interop with the direct
jumps, and this will be useful in future if we want to do speculative
translation.
- Tail Call Detection: after the decoding stage, detect if we do a tail
call, and avoid translating into it. Detected if a jump is made to an
address outwith the contiguous sequence of blocks surrounding the entry
point. The goal is to reduce code touched by jit and rejit.
* A32 Support
* Use smaller max function size for lowCq, fix exceptional returns
When a return has an unexpected value and there is no code block
following this one, we now return the value rather than continuing.
* CompareAndSwap (buggy)
* Ensure CompareAndSwap does not get optimized away.
* Use CompareAndSwap to make the dynamic table thread safe.
* Tail call for linux, throw on too many arguments.
* Combine CompareAndSwap 128 and 32/64.
They emit different IR instructions since their PreAllocator behaviour
is different, but now they just have one function on EmitterContext.
* Fix issues separating from optimisations.
* Use a stub to find and execute missing functions.
This allows us to skip doing many runtime comparisons and branches, and reduces the amount of code we need to emit significantly.
For the indirect call table, this stub also does the work of moving in the highCq address to the table when one is found.
* Make Jump Tables and Jit Cache dynmically resize
Reserve virtual memory, commit as needed.
* Move TailCallRemover to its own class.
* Multithreaded Translation (based on heuristic)
A poor one, at that. Need to get core count for a better one, which
means a lot of OS specific garbage.
* Better priority management for background threads.
* Bound core limit a bit more
Past a certain point the load is not paralellizable and starts stealing from the main thread. Likely due to GC, memory, heap allocation thread contention. Reduce by one core til optimisations come to improve the situation.
* Fix memory management on linux.
* Temporary solution to some sync problems.
This will make sure threads exit correctly, most of the time. There is a potential race where setting the sync counter to 0 does nothing (counter stays at what it was before, thread could take too long to exit), but we need to find a better way to do this anyways. Synchronization frequency has been tightened as we never enter blockwise segments of code. Essentially this means, check every x functions or loop iterations, before lowcq blocks existed and were worth just as much. Ideally it should be done in a better way, since functions can be anywhere from 1 to 5000 instructions. (maybe based on host timer, or an interrupt flag from a scheduler thread)
* Address feedback minus CompareAndSwap change.
* Use default ReservedRegion granularity.
* Merge CompareAndSwap with its V128 variant.
* We already got the source, no need to do it again.
* Make sure all background translation threads exit.
* Fix CompareAndSwap128
Detection criteria was a bit scuffed.
* Address Comments.
* Implement TEQ and MOV (Imm16)
* Initial work on A32 instructions + SVC. No tests yet, hangs in rtld.
* Implement CLZ, fix BFI and BFC
Now stops on SIMD initialization.
* Exclusive access instructions, fix to mul, system instructions.
Now gets to a break after SignalProcessWideKey64.
* Better impl of UBFX, add UDIV and SDIV
Now boots way further - now stuck on VMOV instruction.
* Many more instructions, start on SIMD and testing framework.
* Fix build issues
* svc: Rework 32 bit codepath
Fixing once and for all argument ordering issues.
* Fix 32 bits stacktrace
* hle debug: Add 32 bits dynamic section parsing
* Fix highCq mode, add many tests, fix some instruction bugs
Still suffers from critical malloc failure 😩
* Fix incorrect opcode decoders and a few more instructions.
* Add a few instructions and fix others. re-disable highCq for now.
Disabled the svc memory clear since i'm not sure about it.
* Fix build
* Fix typo in ordered/exclusive stores.
* Implement some more instructions, fix others.
Uxtab16/Sxtab16 are untested.
* Begin impl of pairwise, some other instructions.
* Add a few more instructions, a quick hack to fix svcs for now.
* Add tests and fix issues with VTRN, VZIP, VUZP
* Add a few more instructions, fix Vmul_1 encoding.
* Fix way too many instruction bugs, add tests for some of the more important ones.
* Fix HighCq, enable FastFP paths for some floating point instructions
(not entirely sure why these were disabled, so important to note this
commit exists)
Branching has been removed in A32 shifts until I figure out if it's
worth it
* Cleanup Part 1
There should be no functional change between these next few commits.
Should is the key word. (except for removing break handler)
* Implement 32 bits syscalls
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Implement all 32 bits counterparts of the 64 bits syscalls we currently
have.
* Refactor part 2: Move index/subindex logic to Operand
May have inadvertently fixed one (1) bug
* Add FlushProcessDataCache32
* Address jd's comments
* Remove 16 bit encodings from OpCodeTable
Still need to catch some edge cases (operands that use the "F" flag) and
make Q encodings with non-even indexes undefined.
* Correct Fpscr handling for FP vector slow paths
WIP
* Add StandardFPSCRValue behaviour for all Arithmetic instructions
* Add StandardFPSCRValue behaviour to compare instructions.
* Force passing of fpcr to FPProcessException and FPUnpack.
Reduces potential for code error significantly
* OpCode cleanup
* Remove urgency from DMB comment in MRRC
DMB is currently a no-op via the instruction, so it should likely still
be a no-op here.
* Test Cleanup
* Fix FPDefaultNaN on Ryzen CPUs
* Improve some tests, fix some shift instructions, add slow path for Vadd
* Fix Typo
* More test cleanup
* Flip order of Fx and index, to indicate that the operand's is the "base"
* Remove Simd32 register type, use Int32 and Int64 for scalars like A64 does.
* Reintroduce alignment to DecoderHelper (removed by accident)
* One more realign as reading diffs is hard
* Use I32 registers in A32 (part 2)
Swap default integer register type based on current execution mode.
* FPSCR flags as Registers (part 1)
Still need to change NativeContext and ExecutionContext to allow
getting/setting with the flag values.
* Use I32 registers in A32 (part 1)
* FPSCR flags as registers (part 2)
Only CMP flags are on the registers right now. It could be useful to use
more of the space in non-fast-float when implementing A32 flags
accurately in the fast path.
* Address Feedback
* Correct FP->Int behaviour (should saturate)
* Make branches made by writing to PC eligible for Rejit
Greatly improves performance in most games.
* Remove unused branching for Vtbl
* RejitRequest as a class rather than a tuple
Makes a lot more sense than storing tuples on a dictionary.
* Add VMOVN, VSHR (imm), VSHRN (imm) and related tests
* Re-order InstEmitSystem32
Alphabetical sorting.
* Address Feedback
Feedback from Ac_K, remove and sort usings.
* Address Feedback 2
* Address Feedback from LDj3SNuD
Opcode table reordered to have alphabetical sorting within groups,
Vmaxnm and Vminnm have split names to be less ambiguous, SoftFloat nits,
Test nits and Test simplification with ValueSource.
* Add Debug Asserts to A32 helpers
Mainly to prevent the shift ones from being used on I64 operands, as
they expect I32 input for most operations (eg. carry flag setting), and
expect I32 input for shift and boolean amounts. Most other helper
functions don't take Operands, throw on out of range values, and take
specific types of OpCode, so didn't need any asserts.
* Use ConstF rather than creating an operand.
(useful for pooling in future)
* Move exclusive load to helper, reference call flag rather than literal 1.
* Address LDj feedback (minus table flatten)
one final look before it's all gone. the world is so beautiful.
* Flatten OpCodeTable
oh no
* Address more table ordering
* Call Flag as int on A32
Co-authored-by: Natalie C. <cyuubiapps@gmail.com>
Co-authored-by: Thog <thog@protonmail.com>
* Only enumarate cached textures that are modified when flushing, rather than all of them.
* Remove locking.
* Add missing clear.
* Remove texture from modified list when data is disposed.
In case the game does not call either flush method at any point.
* Add ReferenceEqualityComparer from jD for the HashSet
* Faster soft implementation of smulh and umulh
* smulh: Fixed mul with 0 acting like it had a negative result.
* Use compliment for negative smulh result.