Also cleanup the code involved in dialog registration, and update the explanation of why dialog removal is delayed until the end of drawing (the original was written back when window listener and UI drawer callback registration during the execution of the callbacks was deferred, but that was wrong as that might result in execution of callbacks belonging to now-deleted objects).
properly byteswap r13 for spinlock
Add PPCOpcodeBits
stub out broken fpscr updating in ppc_hir_builder. it's just code that repeatedly does nothing right now.
add note about 0 opcode bytes being executed to ppc_frontend
Add assert to check that function end is greater than function start, can happen with malformed functions
Disable prefetch and cachecontrol by default, automatic hardware prefetchers already do the job for the most part
minor cleanup in simplification_pass, dont loop optimizations, let the pass manager do it for us
Add experimental "delay_via_maybeyield" cvar, which uses MaybeYield to "emulate" the db16cyc instruction
Add much faster/simpler way of directly calling guest functions, no longer have to do a byte by byte search through the generated code
Generate label string ids on the fly
Fix unused function warnings for prefetch on clang, fix many other clang warnings
Eliminated majority of CallNativeSafes by replacing them with naive generic code paths.
^ Vector rotate left, vector shift left, vector shift right, vector shift arithmetic right, and vector average are included
These naive paths are implemented small loops that stash the two inputs to the stack and load them in gprs from there, they are not particularly fast but should be an order of magnitude faster than callnativesafe
to a host function, which would involve a call, stashing all volatile registers, an indirect call, potentially setting up a stack frame for the arrays that the inputs get stashed to, the actual operations, a return, loading all volatile registers, a return, etc
Added the fast SHR_V128 path back in
Implement signed vector average byte, signed vector average word. previously we were emitting no code for them. signed vector average byte appears in many games
Fix bug with signed vector average 32, we were doing unsigned shift, turning negative values into big positive ones potentially
Previously, for mips, the dimensions of the texture weren't rounded to powers of two before calculating the mip tail extent, resulting in the mip tail for a 260 blocks tall texture, that contains mips ending at Y of up to 36, having the Y extent calculated as 32. With rounding to powers of two, it would have been 64.
However, with the GetTiledAddressUpperBound functions, none of this is necessary at all (and neither is rounding the extents in TextureGuestLayout::Level to 32x32x4 blocks) - using the same code for calculating the XYZ extents of tiled textures as for linear textures now, which, for the mip tail, calculates the actual maximum coordinates of the mips stored in it - and rounding to tiles is done internally by GetTiledAddressUpperBound.
Fixes the PIX validation warning about missing resource states on every guest draw. Also potentially prevents drivers from making assumptions about the shared memory buffer based on the bindings, though no such cases are currently known.
Uses the single-instruction AVX512 `vperm*` instructions to accelerate
the `INT8_TYPE` and `INT16_TYPE` permutation opcodes.
The `INT8_TYPE` is accelerated using `AVX512VBMI` subset of AVX512.
Available since Icelake(Intel) and Zen4(AMD).
Allows access to byte-element 2-register permutations(32-byte look up
tables) and for 64-bit multi-shifts.
Particularly adding this to accelerate the assembly of our `PERMUTE`
opcode.
Fix guest code profiler, it previously only worked with function precomp + all code you were about to execute already discovered
Allow AndNot if type is V128
Fix guest code profiler, it previously only worked with function precomp + all code you were about to execute already discovered
Allow AndNot if type is V128
Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12.
Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety).
There is also some code cleanup for things spotted during the development of the feature.
add xe::clear_lowest_bit, use it in place of shift-andnot in some bit iteration code
make is_allocated_ and is_enabled_ volatile in xma_context
preallocate avpacket buffer in XMAContext::Setup, the reallocations of the buffer in ffmpeg were showing up on profiles
check is_enabled and is_allocated BEFORE locking an xmacontext. XMA worker was spending most of its time locking and unlocking contexts
Removed XeDMAC, dma:: namespace. It was a bad idea and I couldn't make it work in the end. Kept vastcpy and moved it to the memory namespace instead
Made the rest of global_critical_region's members static. They never needed an instance.
Removed ifdef'ed out code from ring_buffer.h
Added EventInfo struct to threading, added Event::Query to aid with implementing NtQueryEvent.
Removed vector from WaitMultiple, instead use a fixed array of 64 handles that we populate. WaitForMultipleObjects cannot handle more than 64 objects.
Remove XE_MSVC_OPTIMIZE_SMALL() use in x64_sequences, x64 backend is now always size optimized because of premake
Make global_critical_region_ static constexpr in shared_memory.h to get rid of wasteage of 8 bytes (empty class=1byte, +alignment for next member=8)
Move trace-related data to the tail of SharedMemory to keep more important data together
In IssueDraw build an array of fetch constant addresses/sizes, then pre-lock the global lock before doing requestrange for each instead of individually locking within requestrange for each of them
Consistent access specifier protected for pm4_command_processor_declare
Devirtualize WriteOneRegisterFromRing.
Move ExecutePacket and ExecutePrimaryBuffer to pm4_command_buffer_x
Remove many redundant header inclusions access xenia-gpu
Minor microoptimization of ExecutePacketType0
Add TextureCache::RequestTextures for batch invocation of LoadTexturesData
Add TextureCache::LoadTexturesData for reducing the number of times we release and reacquire the global lock.
Ideally you should hold the global lock for as little time as possible, but if you are constantly acquiring and releasing it you are actually more likely to have contention
Add already_locked param to ObjectTable::LookupObject to help with reducing lock acquire/release pairs
Add missing checks to XAudioRegisterRenderDriverClient_entry. this is unlikely to fix anything, it was just an easy thing to do
Add NtQueryEvent system call implementation. I don't actually know of any games that need it.
Instead of using std::vector + push_back in KeWaitForMultipleObjects and xeNtWaitForMultipleObjectsEx use a fixed size array of 64 and track the count. More than 64 objects is not permitted by the kernel. The repeated reallocations from push_back were appearing unusually high on the profiler, but were masked until now by waitformultipleobjects natural overhead
Pre-lock the global lock before looking up each handle for xeNtWaitForMultipleObjectsEx and KeWaitForMultipleObjects.
Pre-lock before looking up the signal and waiter in NtSignalAndWaitForSingleObjectEx
add missing checks to NtWaitForMultipleObjectsEx
Support pre-locking in XObject::GetNativeObject
remove xe_kernel_export_shim_fn field of Export function_data, trampoline is now the only way exports get invoked
Remove kernelstate argument from string functions in order to conform to the trampoline signature (the argument was unused anyway)
Constant-evaluated initialization of ppc_opcode_disasm_table, removal of unused std::vector fields
Constant-evaluated initialization of export tables
name field on export is just a const char* now, only immutable static strings are ever passed to it
Remove unused callcount field of export.
PM4 compare op function extracted
Globally apply /Oy, /GS-, /Gw on msvc windows
Remove imgui testwindow code call, it took up like 300 kb