When thunks are jumping out, games are jumping /entirely/ out of their
controlled code, which means we don't need to save and restore
NZCV,PF,AF.
Some CPUs don't fully rename direct accesses to this register which adds
up during thunking. FPCR is also in the same situation where it'll force
pipeline flushes and isn't renamed away, but we can't really avoid that.
Improves performance at least in Detroit: Become human where the game
spends ~48% CPU time inside of the thunk trampoline for
`vkUpdateDescriptorSets`.
I plan on a follow-up PR where I converge all these options into a
struct argument instead, but that's a follow-up since I don't want to
burn a bunch of time right now.
This breaks relocations currently due to not handling negatives and also
an interesting overwriting problem.
Not that big of a deal, it's only a minor optimization anyway.
Fixes#5227
There's no longer a distinction between AArch64 and x86 and everything
effectively falls under "Common" now. This means flattening the entire
structure just cleans it up.
NFC. (Although instcountCI will update because of a couple pointer
offsets changing)
This wasn't handling negatives correctly which was causing xalia.exe to
assert. Disable for now rather than further changing logic, with a TODO that it
should get fixed in the future.
Most constants don't need to be padded for relocations. So now that
these have all been audited, switch to defaulting to NoPad to reduce
verbosity.
The number of constant that need to be explicitly padded are now marked
and with all the prior changes, this allows bisecting if something has
gone wrong.
- Do compiler/architecture checks EARLY, don't waste time doing random
configuration stuff if the user can't even compile in the first place
- MSVC is unsupported, I assume? So add a check to disallow. There's
literally no MSVC or MSC_VER checks anywhere, so...
- Rather than using the MSVC architecture definitions, use our own
`ARCHITECTURE_arm64` et al. Hijacking existing "standard" definitions
is a very bad idea. Also makes it more readable in CMake
- Change the x86 host check to `x86|amd64`. Some systems still refer to
themselves as x86 despite being 64-bit for... reasons, and I saw one a
very long time ago that referred to it as amd64. This should
basically never come up, nor is it really relevant given that FEX is
for arm64... but it kinda annoyed me so whatever.
TODOs:
- Should we check `CMAKE_SIZEOF_VOID_P (equal) 64`? I don't think anyone
is even trying to compile this thing on armv7 or older, but might as
well? maybe?
- What's the status of *BSD, Solaris, macOS? Technically macOS does
support Wine, not sure about the others.
Signed-off-by: crueter <crueter@eden-emu.dev>
Instead of just a trivial pad being on or off, support a tri-state
on/off/auto where on will always pad, off will never pad, and auto will
pad only if code caching is enabled.
Further augment this by allowing a byte-width to be passed in, which can
be used with pointers to force a 48-bit VA width to only ever pad to
three instructions, reducing the common worst-case situation from 4
instructions to 3. This works because we're not going to expose a VA
width larger than 47-bit to the guest.
Fixes the handful of use-cases that explicitly chose their NOP padding,
and a bug in Arm64Relocations.cpp where it was incorrectly asking to not
receive padding even though it requires it.
This is the only usage of LSE atomics that isn't the fetch variety.
[This article](https://www.phoronix.com/news/Linux-6.18-ARM64-Atomics-Issue)
reminded me that this was a thing and that I should double check the IR.
This was the only IR operation remaining that still didn't use the fetch
variety. Convert it over to the fetch to avoid the expectation that it
can be a "remote atomic". Change is going to fall in to noise, but might
as well as be consistent.
While this worked great for the singular unit test. I remembered thatour
pool allocator returns the minimum working size asked for but will
return larger sizes if exact fitment couldn't occur.
Because we are dealing with guard pages, we need to return the full
buffer size to the "client" so they can tell the frontend where the
guard page actually lives. Otherwise the JIT will tell the frontend the
guard page is at the end of the requested size, blow past the limit,
and fault in a completely different location.
With a bit of logging I saw in a multithreaded environment that we were
basically always getting a larger requested buffer while Steam was
starting up.
When the JIT CodeBuffer overflows, we will now catch accesses to the
guard page and longjump while restarting the JIT with a larger buffer
request.
Fixes#4877