Saw these while scanning around. Funnily it makes it look like libnss is
worse off because there are multiple instructions using the same table
lookup to swizzle. So one instruction turns in to two.
We don't have a way to choose one path or the other, so it's usually
better to go the route that the instruction in a vacuum is improved, so
on average it is also improved.
Only saves a handful of instructions, but still an improvement.
```
"sha1msg2 xmm0, xmm1": {
- "ExpectedInstructionCount": 11,
+ "ExpectedInstructionCount": 7,
```
This differs from the existing GPUVis backend in a number of ways:
* Tracy is optimized for minimal overhead and nanosecond-resolution profiling
* Tracy supports live tracing (in addition to capture-based operation)
* Tracy has a richer feature set and a more polished UI (notably, statistics and histograms are generated out-of-the-box)
* GPUVis supports tracing multiple processes, whereas Tracy is single-process only
To use this backend, one of the environment variables FEX_PROFILE_TARGET_NAME
or FEX_PROFILE_TARGET_PATH must be defined to select the application under
profile by name or by path suffix.
Additionally, FEX_PROFILE_WAIT_FOR_FORK=1 may be needed for games that fork on startup.
Based on #4291 and #4324. Ideally this gets merged at the same time so
we can have Mangohud be on version 2 before giving them an upstream
patch.
Performance-wise this change falls within noise of my x87 microbench.
This just lets us track the number of float fallbacks FEX does, letting
us detect things like x87 fallbacks and how frequent they are, so we can
detect if a game might be slow or stuttering because of these fallbacks.
This reduces our codegen size and removes a few umov instructions.
Performance falls within noise but this small change will allow us to do
more vector optimizations in C code in the future.
Not wired up, just the definitions so it lives in the
InternalThreadState.
We want this accessible from both FEXCore and the frontends so it needs
to live there.
Two types of events supported. Scoped cyclecounts and instant
increments.
This gives us JIT time and Signal handling time, plus events for number
of SIGBUS and number of SMC events.
All useful statistics for seeing stutter live.
With ASIMD this can be decently faster. With my microbenchmark this
makes pcmpistri ~6% faster.
With #4324 this can be made even faster since the incoming data can stay
in vector registers; Removing some overhead of umov.
This is preparation work to allow passing the corestate to the x87 soft
float handlers directly for some profile stats.
Performance-wise, this change falls within noise because it basically
moves the GPR->Vector moves from the JIT in to C code, my microbench saw
the largest excursion of 5% but that's still within noise in the current
design of my bench.
A more tangible win from this change alone is less codegen on the JIT
side.
With the prior approach, backwards jumps into existing blocks would
explore the overlapping part rather than splitting the block, generating
needless code and wasting time decoding. Similarly, the current block
wouldn't be split when it is extended to overlap with a pending jump target.
Solve this by tracking blocks in a sorted vector and splitting existing blocks
on jumps when appropriate, in order to avoid any possibility of overlapping
blocks, which would break the lookup, misaligned and zero instruction blocks
are disallowed.
This was causing FEXServer to look in to global installed paths and
local paths for things when FEXServer was started.
Ensure it listens to FEX_PORTABLE so this doesn't occur.
This also requires us to scan both data directories and config
directories to find them.
When #2722 implemented this initially and #4271 switched over to signed
int16_t there was assumptions made that int16_t was a reasonable
trade-off in encoding size versus needing to deal with 8-bit values
being too small in some cases.
In the common case we are almost always encoding 8-bit values because
instructions are typically linear (and less than 15-bytes in size), but
16-bit was chosen because optimizing JIT and multiple instructions that
don't cause exceptions can add up to larger than 8-bit.
Instead of hardcoding 16-bit values, implement a variable length integer
class where ~96.8% of values are 8-bit encoded, and the remaining 3.19% are encoded using 16-bit.
Due to some constraints that #4271 put in place, we can basically
guarantee currently that branch targets are within 16-bit. The VL class
does support 32-bit and 64-bit as well so if we change behaviour then
nothing needs to change.
Some stats when running Sonic Mania with multiblock enabled.
Encoded integers: 3,504,907
Encoded 8-bit: 3,393,095 (96.8%)
Encoded 16-bit: 111,812 (3.19%)
Encoded 32/64-bit: 0
Encoded Size: 3,615,181 bytes (3.44MiB)
Fixed encoded size: 7,007,604 bytes (6.68MiB)
Definitely worth using and saves the headache of large RIP/PC offsets
causing problems.