Xbox 360 Emulator Research Project
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chss95cs@gmail.com 3717167bbe Preload ThreeFloatMask in DOT_PRODUCT_3
Use shuffle_ps instead of broadcastss, broadcastss is slower on many intel and amd processors and encodes to the same number of bytes as shuffle_ps
Detect and optimize away PERMUTE with a zero src2 and src3 in constant_propagation_pass instead of in the x64 sequence
For constant PERMUTE, do the Xor/And prior to LoadConstantXmm instead of in the generated code
Simplified code for PERMUTE
Added simplification rule that detects (lzcnt(x) >> log2(bitsizeof_x)) == ( x == 0)
Added set_srcN(value, idx) which can be used to set the nth source of an instruction, which makes more sense than having three different functions that only differ by the field they touch
Added Value::VisitValueOperands for iterating all Value operands an instruction has.
Add BackpropTruncations code to simplification_pass
Changed the (void**) dereferences of raw_context that are done to grab thread_state to instead reference PPCContext and the thread_state field. Moved the thread_state field to the tail of PPCContext.
Moved membase to the tail of PPCContext, since now it is reloaded very infrequently.
Rearranged PPCContext so that the condition registers come first (most accesses to them cant get SSA'd), moved lr and ctr to after gp regs since they are not accessed as much as the main gpregs. This way the most frequently
accessed registers will be accessible via a rel8 displacement instead of rel32 (ideally, we would have only certain CRs at the start, but xenia does pointer arithmetic on CR0's offset to get CRn)
Use alignas(64) to ensure PPCContext's padding
Map PPCContext specially so that the low 32 bits of the context register is 0xE0000000, for the 4k page offset check. Also allocate the page before, so that backends can store their own information that is not relevant to the PPCContext on that page and
reference that data in the generated asm via 8-bit signed displ or 32-bit signed displ. Currently this page is not being utilized, but I plan on stashing some data critical to the x86 backend there
Changed many wrong avx instructions, they worked but they were not intended for the data they operated on, meaning they transferred domains and caused 1-2 cycle stall each time
Added SimdDomain checking/deduction to X64Emitter.
Used SimdDomain code to fix a lot of float/int domain stalls

Use the low 32 bits of the context register instead of constant 0xE0000000 in ComputeAddress
Special path for SELECT_V128 with result of comparison that will use a blend instruction instead of and/or
Many HIR optimizations added in simp pass
A bunch of other stuff running out of time to write this msg
2022-07-17 09:52:40 -07:00
.github CI: Use matrix config, cleanup 2022-05-19 09:39:58 +02:00
android/android_studio_project [Android] Minor postInvalidateWindowSurface JNI cleanup 2022-04-26 22:41:11 +03:00
assets icon fix 2022-05-19 09:39:55 +02:00
docs [UI] Windows: Disable rounded corners 2022-05-05 21:46:20 +03:00
src/xenia Preload ThreeFloatMask in DOT_PRODUCT_3 2022-07-17 09:52:40 -07:00
third_party Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2022-07-10 10:50:39 +02:00
tools Add descriptive error message when pkg-config fails 2022-04-05 00:11:54 -05:00
.appveyor.yml Update .appveyor.yml 2022-05-19 09:39:57 +02:00
.azure-pipelines.yml Azure Pipelines: Ignore canary_base 2022-05-19 09:39:57 +02:00
.clang-format [UI] android.app.NativeActivity > WindowedAppActivity + code style 2021-09-18 20:32:24 +03:00
.drone.star [Drone] Build cpu and gpu-trace-dump for Arm64 2022-07-06 21:34:51 +03:00
.gdbinit [threading linux] Implement Callback Queuing 2020-11-15 11:12:05 -06:00
.gitattributes [GPU] Shaders to common, xb buildshaders instead of buildhlsl 2021-06-05 18:53:53 +03:00
.gitignore Update .gitignore. 2018-05-22 22:24:39 -05:00
.gitmodules [Vulkan] VMA for textures 2022-07-03 19:40:48 +03:00
LICENSE Adding CONTRIBUTING.md so that github shows it on issues. 2015-08-28 14:16:38 -07:00
README.md Reflect the closure of #1333 2022-01-28 23:01:50 +03:00
premake5.lua Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2022-07-04 08:11:04 +02:00
xb Add xb symlink to xenia-build to match xb.bat for win 2017-07-11 11:47:24 -06:00
xb.bat Bump minimum Python version (#1581) 2020-03-30 17:37:32 -05:00
xb.ps1 Add PowerShell build script as alternative to cmd 2020-11-27 12:21:40 -06:00
xenia-build [UI] Windows: Disable rounded corners 2022-05-05 21:46:20 +03:00
xeniarc clang-format detection cleanup. 2015-08-01 00:41:46 -07:00

README.md

Xenia - Xbox 360 Emulator

Xenia is an experimental emulator for the Xbox 360. For more information, see the main Xenia wiki.

Interested in supporting the core contributors? Visit Xenia Project on Patreon.

Come chat with us about emulator-related topics on Discord. For developer chat join #dev but stay on topic. Lurking is not only fine, but encouraged! Please check the FAQ page before asking questions. We've got jobs/lives/etc, so don't expect instant answers.

Discussing illegal activities will get you banned.

Status

Buildbot Status Releases
Windows Build status LatestAll
Linux Build status

Quite a few real games run. Quite a few don't. See the Game compatibility list for currently tracked games, and feel free to contribute your own updates, screenshots, and information there following the existing conventions.

Disclaimer

The goal of this project is to experiment, research, and educate on the topic of emulation of modern devices and operating systems. It is not for enabling illegal activity. All information is obtained via reverse engineering of legally purchased devices and games and information made public on the internet (you'd be surprised what's indexed on Google...).

Quickstart

See the Quickstart page.

Building

See building.md for setup and information about the xb script. When writing code, check the style guide and be sure to run clang-format!

Contributors Wanted!

Have some spare time, know advanced C++, and want to write an emulator? Contribute! There's a ton of work that needs to be done, a lot of which is wide open greenfield fun.

For general rules and guidelines please see CONTRIBUTING.md.

Fixes and optimizations are always welcome (please!), but in addition to that there are some major work areas still untouched:

See more projects good for contributors. It's a good idea to ask on Discord and check the issues page before beginning work on something.

FAQ

See the frequently asked questions page.