Commit Graph

2508 Commits

Author SHA1 Message Date
Gregory Hainaut 15220c386a gsdx sw x64: setup prim miss some optimizations 2016-11-24 23:03:25 +01:00
Gregory Hainaut e3bfa2be88 gsdx sw: factorize common draw scanline code
Ymm inherite from Xmm so it is useless to duplicate the code

Add a parameter to alltrue to test the good register
2016-11-24 23:03:25 +01:00
Gregory Hainaut 211c7745de gsdx: don't try to correct depth in primitive trace
Avoid to go above the maximum size allowed by the format

Issue #1674
2016-11-24 22:24:00 +01:00
FlatOutPS2 417d0a3606 GSdx Merge Circuit: Fix regressions
Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in
NASCAR 09.
2016-11-23 22:14:44 +01:00
Gregory Hainaut 0d275868a5 gsdx x64: quick fix for windows
Until we got a full implementation
2016-11-21 18:18:09 +01:00
Gregory Hainaut 37379d5d1d gsdx sw x64: shuffle memory allocation
tex address is a3
vm address is a1

Could help to avoid REX prefix
Reduce prologue/epilogue register copy

Byte code size 41893 => 38912 (on my testcase)
2016-11-20 20:19:13 +01:00
Gregory Hainaut b76305a0d2 gsdx sw x64: keep the copy of top in the stack for dthe
An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
2016-11-20 20:19:13 +01:00
Gregory Hainaut 994274623b gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893

However it will allow to save 2 registers as future optimization
2016-11-20 20:19:12 +01:00
Gregory Hainaut 7c06e87d59 gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736

Save a register
2016-11-20 20:19:12 +01:00
Gregory Hainaut 923c297dfc gsdx sw: vinsert128 opcode require an XMM register
Reported as an error on lastest Xbyak
2016-11-20 20:19:12 +01:00
Gregory Hainaut e674518c4e Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)

Local change: add BSD3 clause
2016-11-20 13:21:11 +01:00
Gregory Hainaut 681c09f25c gsdx sw: catch xbyak exception 2016-11-20 12:58:07 +01:00
Gregory Hainaut 0fd5346860 gsdx x64 linux: only mmap in lower 2GB code segment
Allow to use rip addressing
2016-11-20 10:38:15 +01:00
Gregory Hainaut 2252ba1bb7 gsdx: add the detected ISA on the name
As a SSE build could potentially uses AVX operations.
2016-11-20 10:38:15 +01:00
Jonathan Li ef25502491 gsdx build: don't exclude AVX files.
Thanks for the patch :)
2016-11-19 17:01:36 +01:00
Gregory Hainaut cc6d193e1d gsdx: Relax SSE/AVX constraint on 64 bits
The JIT will automatically select the best ISA (only AVX1 so far)
2016-11-19 17:01:29 +01:00
Gregory Hainaut 8fd46e96aa gsdx sw JIT: dynamically select ISA for SetupPrim 2016-11-19 17:00:33 +01:00
Gregory Hainaut 574a2c774e gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline) 2016-11-19 17:00:33 +01:00
Gregory Hainaut 6b78b8f9ce gsdx sw JIT: dynamically select SSE41 at runtime even on SSE2 build (scanline)
It won't give the full SSE41 speed boost but it is better than nothing
2016-11-19 17:00:33 +01:00
Gregory Hainaut 322473c295 gsdx sw: add a code example for gather instruction
It will requires a generic (register naming) linear interpolation to use it properly
Gather instruction requires an extra mask register therefore all registers name will be shuffled

Perf wise, initial haswell implementation seems to be microcode emulated.
2016-11-19 17:00:33 +01:00
Gregory Hainaut 2e20693583 gsdx sw x64: restore read texel optimization 2016-11-19 17:00:33 +01:00
Gregory Hainaut e728a14c19 gsdx sw: factorize color split in split16_2x8 2016-11-19 17:00:33 +01:00
Gregory Hainaut d58e43edbf gsdx linux: plug vtune as Windows 2016-11-19 17:00:32 +01:00
Gregory Hainaut 8abf242e2c gsdx: small x64 printf warning fixes 2016-11-19 17:00:32 +01:00
Gregory Hainaut 051c5c4bf7 gsdx sw x64: small stack optimization on linux
mov with the stack pointer require less bytecode
2016-11-19 17:00:32 +01:00
Gregory Hainaut 141c9e9c86 gsdx sw x64: prefer faster 32 bits operation when possible 2016-11-19 17:00:32 +01:00
Gregory Hainaut a281bda9a6 gsdx sw x64: port the scanline generator on AVX
Based on Gabest's work.

* Miss mipmap

Note: dithering info
It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl)
It might require dedicated windows code
2016-11-19 17:00:32 +01:00
Gregory Hainaut 8e29e09943 gsdx sw x64: update setup prim generator x64 SSE&AVX 2016-11-19 17:00:32 +01:00
Gregory Hainaut 4a47224ac1 gsdx: define the linux x64 ABI 2016-11-19 17:00:32 +01:00
Gregory Hainaut e31ce87bb3 gsdx: SW JIT debug helper
Allow to compare 32/64 bits (and all ISAs too)
Allow to breakpoint (int3)
Print selector info
Print size of buffer and start (disabled by default)
2016-11-19 17:00:32 +01:00
Gregory Hainaut 633f7a1db9 xbyak: add int3 instruction
Very useful to stop the JIT
2016-11-19 17:00:32 +01:00
Gregory Hainaut 43b4cfc215 gsdx: separate dump directory for 32/64 bits 2016-11-19 17:00:32 +01:00
Gregory Hainaut 82d12691e1 gsdx: properly check SSE support
1/ Check all "levels"
2/ requires AVX for 64 bits
2016-11-19 17:00:32 +01:00
Gregory Hainaut 49d5c4260f gsdx state: post fix depth tracing
The main FindMinMax methods is perf critical so instead I created a separate function
to ensure the constness of the depth

Fix letter regression on Xenosaga3
2016-11-11 23:39:34 +01:00
Jonathan Li 1530effb29 gsdx: Catch bad_alloc exceptions 2016-11-09 22:41:02 +00:00
Jonathan Li ae6f26f3ef gsdx: Skip texture cache read if any dimension is 0
Fixes a crash at the PSX logo if either the DX9 or DX11 hardware
renderer is used.
2016-11-09 22:39:53 +00:00
Gregory Hainaut 31b32d3b11 gsdx linux: don't require to hit enter for Texture Offset text entry
close #1292
2016-11-08 20:28:42 +01:00
Gregory Hainaut ed3052dea5 gsdx: remove various assertion
Useless or wrong assertion
2016-11-08 18:58:10 +01:00
Gregory Hainaut 5ff9e94a2e gsdx linux: align mipmapping gui option on Windows 2016-11-06 16:39:40 +01:00
Gregory Hainaut 107251e099 gsdx: sort crc game list 2016-11-06 16:30:51 +01:00
Akash 1547dd4215 GSDX-UI: Add Mipmap combobox
Mipmapping is now supported on hardware renderers thanks to Gregory. Please report any observed hardware mipmapping issues on the forums (http://forums.pcsx2.net/Thread-New-feature-Needs-testing-GSdx-HW-mode-Experimental-mipmap-support) as potentially the HW mipmap code might still have some bugs.
2016-11-05 22:19:32 +05:30
Akash 58ed49f3c9 GSDX: Clean up warnings on MSVC
* Explicitly cast w_pages and h_pages into uint32.
* Prevent signed/unsigned comparison by converting lod into unsigned integer, honestly how coud a mipmapping level be negative?
2016-11-05 10:28:04 +01:00
Gregory Hainaut 758cf25888 gsdx: wrap bp for block ptr
Fix massive flickering of Beyond Good&Evil on SW renderer (HW happily overflow)
2016-11-04 23:03:12 +01:00
Gregory Hainaut 3d65312999 gsdx hw: remove old assert
Code is working fine with all formats
2016-11-04 23:02:49 +01:00
Akash 437afbbbf3 GSDX-PCRTC: Move Saturation hack to displayrect()
Fixes custom resolution scaling on Tribes aerial assault.
2016-11-01 17:54:46 +01:00
Akash b871c6b46f GSDX-TextureCache: Generalize scaling equation
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
2016-11-01 17:54:46 +01:00
Akash 055f236aa5 GSVector: Add constructor to dispatch same values 2016-11-01 17:54:46 +01:00
Gregory Hainaut aa4b2d9f3a gsdx sw: wrap GS memory
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer

I think PixelAddressN functions are mostly call in the init.
2016-11-01 13:33:11 +01:00
Jonathan Li ba557e20a4 gsdx:recorder:unix: Fix thread leaking 2016-10-28 18:33:50 +01:00
Jonathan Li 7ab5cb20c8 gsdx: Don't close threads twice
CloseThread is called in the GSJobQueue destructor, so don't call it
again in the GSThread destructor.

Fixes #392, which was caused by a use after free.

Also prevents pthread_join() from being called twice for each thread
on non-Windows operating systems, which is undefined behaviour.
2016-10-28 18:33:35 +01:00