2015-05-24 04:55:12 +00:00
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// Copyright 2008 Dolphin Emulator Project
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2021-07-05 01:22:19 +00:00
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// SPDX-License-Identifier: GPL-2.0-or-later
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2008-12-08 05:25:12 +00:00
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2008-07-12 17:40:22 +00:00
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// DL facts:
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2008-10-03 22:05:28 +00:00
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// Ikaruga uses (nearly) NO display lists!
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2008-07-12 17:40:22 +00:00
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// Zelda WW uses TONS of display lists
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// Zelda TP uses almost 100% display lists except menus (we like this!)
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2009-08-09 11:03:58 +00:00
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// Super Mario Galaxy has nearly all geometry and more than half of the state in DLs (great!)
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2008-12-08 05:25:12 +00:00
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2008-10-03 22:05:28 +00:00
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// Note that it IS NOT GENERALLY POSSIBLE to precompile display lists! You can compile them as they
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2019-12-05 13:18:12 +00:00
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// are while interpreting them, and hope that the vertex format doesn't change, though, if you do
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// it right when they are called. The reason is that the vertex format affects the sizes of the
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// vertices.
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2008-12-08 05:25:12 +00:00
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2014-02-17 10:18:15 +00:00
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#include "VideoCommon/OpcodeDecoding.h"
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2019-12-05 13:47:22 +00:00
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2021-04-23 03:57:56 +00:00
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#include "Common/Assert.h"
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2016-01-17 21:54:31 +00:00
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#include "Common/Logging/Log.h"
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2014-02-17 10:18:15 +00:00
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#include "Core/FifoPlayer/FifoRecorder.h"
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#include "Core/HW/Memmap.h"
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2022-11-27 12:50:50 +00:00
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#include "Core/System.h"
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2014-02-17 10:18:15 +00:00
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#include "VideoCommon/BPMemory.h"
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2014-02-19 01:27:20 +00:00
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#include "VideoCommon/CPMemory.h"
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2014-02-17 10:18:15 +00:00
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/Statistics.h"
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2021-04-23 03:57:56 +00:00
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#include "VideoCommon/VertexLoaderBase.h"
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2014-02-17 10:18:15 +00:00
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#include "VideoCommon/VertexLoaderManager.h"
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2014-02-19 01:27:20 +00:00
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#include "VideoCommon/XFMemory.h"
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2023-11-25 22:23:54 +00:00
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#include "VideoCommon/XFStateManager.h"
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2021-04-23 03:57:56 +00:00
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#include "VideoCommon/XFStructs.h"
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2014-02-19 01:27:20 +00:00
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2016-01-24 06:29:44 +00:00
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namespace OpcodeDecoder
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{
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2019-12-05 13:11:52 +00:00
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bool g_record_fifo_data = false;
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2014-11-27 22:53:11 +00:00
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template <bool is_preprocess>
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2021-04-23 03:57:56 +00:00
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class RunCallback final : public Callback
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2008-07-12 17:40:22 +00:00
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{
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2021-04-23 03:57:56 +00:00
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public:
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OPCODE_CALLBACK(void OnXF(u16 address, u8 count, const u8* data))
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{
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m_cycles += 18 + 6 * count;
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2019-12-05 13:24:47 +00:00
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2021-04-23 03:57:56 +00:00
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if constexpr (!is_preprocess)
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2019-12-05 13:24:47 +00:00
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{
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2021-05-07 00:22:31 +00:00
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LoadXFReg(address, count, data);
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2019-12-05 13:24:47 +00:00
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2021-04-23 03:57:56 +00:00
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INCSTAT(g_stats.this_frame.num_xf_loads);
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}
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}
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OPCODE_CALLBACK(void OnCP(u8 command, u32 value))
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2008-07-12 17:40:22 +00:00
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{
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2021-04-23 03:57:56 +00:00
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m_cycles += 12;
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2021-05-13 23:05:31 +00:00
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const u8 sub_command = command & CP_COMMAND_MASK;
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2021-04-23 03:57:56 +00:00
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if constexpr (!is_preprocess)
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2008-07-12 17:40:22 +00:00
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{
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2021-05-13 23:05:31 +00:00
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if (sub_command == MATINDEX_A)
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2022-11-16 13:39:29 +00:00
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{
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VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
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2022-12-28 14:38:46 +00:00
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auto& system = Core::System::GetInstance();
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2023-11-25 22:23:54 +00:00
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system.GetXFStateManager().SetTexMatrixChangedA(value);
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2022-11-16 13:39:29 +00:00
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}
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2021-05-13 23:05:31 +00:00
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else if (sub_command == MATINDEX_B)
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2022-11-16 13:39:29 +00:00
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{
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VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
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2022-12-28 14:38:46 +00:00
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auto& system = Core::System::GetInstance();
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2023-11-25 22:23:54 +00:00
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system.GetXFStateManager().SetTexMatrixChangedB(value);
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2022-11-16 13:39:29 +00:00
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}
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2021-05-13 23:05:31 +00:00
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else if (sub_command == VCD_LO || sub_command == VCD_HI)
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{
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VertexLoaderManager::g_main_vat_dirty = BitSet8::AllTrue(CP_NUM_VAT_REG);
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VertexLoaderManager::g_bases_dirty = true;
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2022-11-16 13:39:29 +00:00
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VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
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2021-05-13 23:05:31 +00:00
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}
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else if (sub_command == CP_VAT_REG_A || sub_command == CP_VAT_REG_B ||
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sub_command == CP_VAT_REG_C)
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{
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VertexLoaderManager::g_main_vat_dirty[command & CP_VAT_MASK] = true;
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2022-11-16 13:39:29 +00:00
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VertexLoaderManager::g_needs_cp_xf_consistency_check = true;
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2021-05-13 23:05:31 +00:00
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}
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else if (sub_command == ARRAY_BASE)
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{
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VertexLoaderManager::g_bases_dirty = true;
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}
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2021-04-23 03:57:56 +00:00
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INCSTAT(g_stats.this_frame.num_cp_loads);
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}
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2021-05-13 23:05:31 +00:00
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else if constexpr (is_preprocess)
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{
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if (sub_command == VCD_LO || sub_command == VCD_HI)
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{
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VertexLoaderManager::g_preprocess_vat_dirty = BitSet8::AllTrue(CP_NUM_VAT_REG);
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}
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else if (sub_command == CP_VAT_REG_A || sub_command == CP_VAT_REG_B ||
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sub_command == CP_VAT_REG_C)
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{
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VertexLoaderManager::g_preprocess_vat_dirty[command & CP_VAT_MASK] = true;
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}
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}
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2021-04-23 03:57:56 +00:00
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GetCPState().LoadCPReg(command, value);
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}
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OPCODE_CALLBACK(void OnBP(u8 command, u32 value))
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{
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m_cycles += 12;
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2016-06-24 08:43:46 +00:00
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2021-04-23 03:57:56 +00:00
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if constexpr (is_preprocess)
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Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-08-28 02:56:19 +00:00
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{
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2021-04-23 03:57:56 +00:00
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LoadBPRegPreprocess(command, value, m_cycles);
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Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-08-28 02:56:19 +00:00
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}
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2021-04-23 03:57:56 +00:00
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else
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2014-11-15 15:24:06 +00:00
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{
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2021-04-23 03:57:56 +00:00
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LoadBPReg(command, value, m_cycles);
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INCSTAT(g_stats.this_frame.num_bp_loads);
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2014-11-15 15:24:06 +00:00
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}
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2021-04-23 03:57:56 +00:00
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}
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OPCODE_CALLBACK(void OnIndexedLoad(CPArray array, u32 index, u16 address, u8 size))
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{
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m_cycles += 6;
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2016-06-24 08:43:46 +00:00
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2021-04-23 03:57:56 +00:00
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if constexpr (is_preprocess)
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PreprocessIndexedXF(array, index, address, size);
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else
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LoadIndexedXF(array, index, address, size);
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}
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OPCODE_CALLBACK(void OnPrimitiveCommand(OpcodeDecoder::Primitive primitive, u8 vat,
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u32 vertex_size, u16 num_vertices, const u8* vertex_data))
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{
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// load vertices
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const u32 size = vertex_size * num_vertices;
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2019-12-05 13:24:47 +00:00
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2021-04-23 03:57:56 +00:00
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const u32 bytes =
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2022-11-23 00:54:05 +00:00
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VertexLoaderManager::RunVertices<is_preprocess>(vat, primitive, num_vertices, vertex_data);
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2019-12-05 13:24:47 +00:00
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2021-04-23 03:57:56 +00:00
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ASSERT(bytes == size);
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2019-12-05 13:24:47 +00:00
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2021-04-23 03:57:56 +00:00
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// 4 GPU ticks per vertex, 3 CPU ticks per GPU tick
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m_cycles += num_vertices * 4 * 3 + 6;
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}
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// This can't be inlined since it calls Run, which makes it recursive
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// m_in_display_list prevents it from actually recursing infinitely, but there's no real benefit
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// to inlining Run for the display list directly.
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OPCODE_CALLBACK_NOINLINE(void OnDisplayList(u32 address, u32 size))
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{
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m_cycles += 6;
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2016-06-24 08:43:46 +00:00
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2021-04-23 03:57:56 +00:00
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if (m_in_display_list)
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2014-11-15 15:24:06 +00:00
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{
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2021-04-23 03:57:56 +00:00
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WARN_LOG_FMT(VIDEO, "recursive display list detected");
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2016-06-24 08:43:46 +00:00
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}
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2021-04-23 03:57:56 +00:00
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else
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{
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m_in_display_list = true;
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2016-06-24 08:43:46 +00:00
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2022-12-09 19:01:25 +00:00
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auto& system = Core::System::GetInstance();
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2021-04-23 03:57:56 +00:00
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if constexpr (is_preprocess)
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Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-08-28 02:56:19 +00:00
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{
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2022-12-02 19:07:30 +00:00
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auto& memory = system.GetMemory();
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2024-04-07 09:13:25 +00:00
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const u8* const start_address = memory.GetPointerForRange(address, size);
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2019-12-05 13:05:00 +00:00
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2022-12-09 19:01:25 +00:00
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|
|
system.GetFifo().PushFifoAuxBuffer(start_address, size);
|
2019-12-05 13:05:00 +00:00
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
if (start_address != nullptr)
|
2014-11-27 22:53:11 +00:00
|
|
|
{
|
2021-04-23 03:57:56 +00:00
|
|
|
Run(start_address, size, *this);
|
Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-08-28 02:56:19 +00:00
|
|
|
}
|
2016-06-24 08:43:46 +00:00
|
|
|
}
|
2021-04-23 03:57:56 +00:00
|
|
|
else
|
Refactor opcode decoding a bit to kill FifoCommandRunnable.
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.
2014-09-01 05:11:32 +00:00
|
|
|
{
|
2021-04-23 03:57:56 +00:00
|
|
|
const u8* start_address;
|
2019-12-05 13:05:00 +00:00
|
|
|
|
2022-12-09 19:01:25 +00:00
|
|
|
auto& fifo = system.GetFifo();
|
|
|
|
if (fifo.UseDeterministicGPUThread())
|
2022-12-02 19:07:30 +00:00
|
|
|
{
|
2022-12-09 19:01:25 +00:00
|
|
|
start_address = static_cast<u8*>(fifo.PopFifoAuxBuffer(size));
|
2022-12-02 19:07:30 +00:00
|
|
|
}
|
2021-04-23 03:57:56 +00:00
|
|
|
else
|
2022-12-02 19:07:30 +00:00
|
|
|
{
|
|
|
|
auto& memory = system.GetMemory();
|
2024-04-07 09:13:25 +00:00
|
|
|
start_address = memory.GetPointerForRange(address, size);
|
2022-12-02 19:07:30 +00:00
|
|
|
}
|
2016-06-24 08:43:46 +00:00
|
|
|
|
2024-04-07 09:13:25 +00:00
|
|
|
// Avoid the crash if memory.GetPointerForRange failed ..
|
2021-04-23 03:57:56 +00:00
|
|
|
if (start_address != nullptr)
|
|
|
|
{
|
|
|
|
// temporarily swap dl and non-dl (small "hack" for the stats)
|
|
|
|
g_stats.SwapDL();
|
2016-06-24 08:43:46 +00:00
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
Run(start_address, size, *this);
|
|
|
|
INCSTAT(g_stats.this_frame.num_dlists_called);
|
2016-06-24 08:43:46 +00:00
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
// un-swap
|
|
|
|
g_stats.SwapDL();
|
|
|
|
}
|
Refactor opcode decoding a bit to kill FifoCommandRunnable.
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.
2014-09-01 05:11:32 +00:00
|
|
|
}
|
2021-04-23 03:57:56 +00:00
|
|
|
|
|
|
|
m_in_display_list = false;
|
2008-07-12 17:40:22 +00:00
|
|
|
}
|
2021-04-23 03:57:56 +00:00
|
|
|
}
|
|
|
|
OPCODE_CALLBACK(void OnNop(u32 count))
|
|
|
|
{
|
|
|
|
m_cycles += 6 * count; // Hm, this means that we scan over nop streams pretty slowly...
|
|
|
|
}
|
|
|
|
OPCODE_CALLBACK(void OnUnknown(u8 opcode, const u8* data))
|
|
|
|
{
|
2022-01-23 00:31:33 +00:00
|
|
|
if (static_cast<Opcode>(opcode) == Opcode::GX_CMD_UNKNOWN_METRICS)
|
2021-04-23 03:57:56 +00:00
|
|
|
{
|
|
|
|
// 'Zelda Four Swords' calls it and checks the metrics registers after that
|
|
|
|
m_cycles += 6;
|
|
|
|
DEBUG_LOG_FMT(VIDEO, "GX 0x44");
|
|
|
|
}
|
|
|
|
else if (static_cast<Opcode>(opcode) == Opcode::GX_CMD_INVL_VC)
|
|
|
|
{
|
|
|
|
// Invalidate Vertex Cache
|
|
|
|
m_cycles += 6;
|
|
|
|
DEBUG_LOG_FMT(VIDEO, "Invalidate (vertex cache?)");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2023-03-28 20:07:50 +00:00
|
|
|
auto& system = Core::System::GetInstance();
|
2023-12-20 13:40:38 +00:00
|
|
|
system.GetCommandProcessor().HandleUnknownOpcode(opcode, data, is_preprocess);
|
2021-04-23 03:57:56 +00:00
|
|
|
m_cycles += 1;
|
|
|
|
}
|
|
|
|
}
|
2016-06-24 08:43:46 +00:00
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
OPCODE_CALLBACK(void OnCommand(const u8* data, u32 size))
|
|
|
|
{
|
|
|
|
ASSERT(size >= 1);
|
2019-12-05 13:49:05 +00:00
|
|
|
if constexpr (!is_preprocess)
|
Refactor opcode decoding a bit to kill FifoCommandRunnable.
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.
2014-09-01 05:11:32 +00:00
|
|
|
{
|
2021-04-23 03:57:56 +00:00
|
|
|
// Display lists get added directly into the FIFO stream since this same callback is used to
|
|
|
|
// process them.
|
|
|
|
if (g_record_fifo_data && static_cast<Opcode>(data[0]) != Opcode::GX_CMD_CALL_DL)
|
2019-12-05 13:49:05 +00:00
|
|
|
{
|
2024-01-12 12:35:47 +00:00
|
|
|
Core::System::GetInstance().GetFifoRecorder().WriteGPCommand(data, size);
|
2019-12-05 13:49:05 +00:00
|
|
|
}
|
Refactor opcode decoding a bit to kill FifoCommandRunnable.
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.
2014-09-01 05:11:32 +00:00
|
|
|
}
|
2014-11-26 21:12:54 +00:00
|
|
|
}
|
2021-04-23 03:57:56 +00:00
|
|
|
|
|
|
|
OPCODE_CALLBACK(CPState& GetCPState())
|
|
|
|
{
|
|
|
|
if constexpr (is_preprocess)
|
|
|
|
return g_preprocess_cp_state;
|
|
|
|
else
|
|
|
|
return g_main_cp_state;
|
|
|
|
}
|
|
|
|
|
2022-09-17 12:19:13 +00:00
|
|
|
OPCODE_CALLBACK(u32 GetVertexSize(u8 vat))
|
|
|
|
{
|
|
|
|
VertexLoaderBase* loader = VertexLoaderManager::RefreshLoader<is_preprocess>(vat);
|
|
|
|
return loader->m_vertex_size;
|
|
|
|
}
|
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
u32 m_cycles = 0;
|
|
|
|
bool m_in_display_list = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
template <bool is_preprocess>
|
|
|
|
u8* RunFifo(DataReader src, u32* cycles)
|
|
|
|
{
|
|
|
|
using CallbackT = RunCallback<is_preprocess>;
|
|
|
|
auto callback = CallbackT{};
|
|
|
|
u32 size = Run(src.GetPointer(), static_cast<u32>(src.size()), callback);
|
|
|
|
|
|
|
|
if (cycles != nullptr)
|
|
|
|
*cycles = callback.m_cycles;
|
|
|
|
|
|
|
|
src.Skip(size);
|
|
|
|
return src.GetPointer();
|
2009-11-15 22:26:39 +00:00
|
|
|
}
|
Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...
The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data. Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic. Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.
My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point). Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much. However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all. (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)
With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done). Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.
Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render. That makes up the bulk of this commit.
In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.
The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.
Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches. When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.
* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame. For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-08-28 02:56:19 +00:00
|
|
|
|
2021-04-23 03:57:56 +00:00
|
|
|
template u8* RunFifo<true>(DataReader src, u32* cycles);
|
|
|
|
template u8* RunFifo<false>(DataReader src, u32* cycles);
|
2016-01-24 06:29:44 +00:00
|
|
|
|
|
|
|
} // namespace OpcodeDecoder
|