Xbox 360 Emulator Research Project
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chss95cs@gmail.com 6a612b4d34 remove useless tag field from hir::Value
pack local_slot and constant in hir::Value
Instead of loading membase at the start of every function, just load it in HostToGuestThunk
vzeroupper in GuestToHostThunk before calling host function, and in HostToGuestThunk after calling function to prevent AVX dirty state slowdowns. In the future, check if CPU implements AVX as 128x2 and skip if so (https://john-h-k.github.io/VexTransitionPenalties.html)
Remove useless save/restore of ctx pointer, nothing modifies it and it prevents cpus from doing cross-function memory renaming (https://www.agner.org/forum/viewtopic.php?t=41). Could not remove the space on stack because of alignment issues, instead turned it into GUEST_SCRATCH64 which is a temporary that sequences may use
Reorder OpcodeInfo so that name is at offset 0, remove name and add GetOpcodeName function (name is only used for debug code, we are seperating frequently accessed data and rarely accessed data)
Add VECTOR_DENORMFLUSH opcode for handling output to DOT_PRODUCT and other opcodes that implicitly force denormal inputs/outputs to zero, will eventually use for implementing NJM
Rewrite sequences for LOAD_VECTOR_SHL/SHR. The mask with 0xf in it was pointless as all InstrEmit_ functions that create the load shift instructions do that in HIR. The tables are only used for nonzero constant inputs now, which are probably pretty rare. Instead of doing a shift and lookup, a base value is used for both in the constant table and adding/subtracting of the input is done
Reuse result of LoadVectorShl/Shr in InstrEmit_stvlx_, InstrEmit_stvrx_. We were previously calculating it twice which was contributing to the final sequences' fatness. Use OPCODE_SELECT instead of the sequence of or, andnot, and that it was using for merging
Add the proper unconditional denormal input flushing behavior to vfmadd, add it also to vfmsub (making the assumption it has the same behavior)
Remove constant propagation for DOT_PRODUCT_3/4
DOT_PRODUCT_3/4 now returns a vector with all four elements set to the result. (what we were doing before, truncating to float32 and then splatting didnt make any sense)
Add much more correct versions of DOT_PRODUCT_3/4, matching the Xb360's  to 1 bit. Still needs work to be a perfect emulation.
Add constant folding for OPCODE_SELECT, OPCODE_INSERT, OPCODE_PERMUTE, OPCODE_SWIZZLE
Remove constant folding for DOT_PRODUCT
Removed the multibyte nop code I committed earlier, it doesnt help us much because nops are only used for debug stuff and its ugly and wouldnt survive in a pr to main
Check for AVX512BMI, use vpermb to shuffle if supported
2022-07-16 10:25:04 -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 remove useless tag field from hir::Value 2022-07-16 10:25:04 -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.