Part of waitpkg is the TPAUSE instruction. This instruction gives an
RDTSC deadline to go in to a low power sleep mode with the CPU.
Semantically we can't implement umonitor and umwait with ARM's exclusive
monitor implementation, but a nop implementation is sane. Just need to
make sure to clear the pre-req flags.
This lowers power consumption of UE5 games since their job handler now
goes to a tpause based implementation instead of a `pause` spinloop
implementation.
Buffers are tied to the lifetime of their owned flag, and as that
is a member of PoolBufferWithTimedRetirement we must always unclaim here.
Avoids the need to manually remember this quirk (which was forgot for the
temporary compilation buffer in JIT.cpp) at every use-site.
Turns out Bayonetta hammers SINCOS, our splitting the operation is
actually harming the performance of games that heavily use FSINCOS. We
instead can actually combine the operation which improves performance.
Not enough to get the game running full speed consistently on my Radxa,
but good numbers in my microbenchmark.
```
Test, Total Cycles, Total Runs, Cycles Average, Internal Loops, Average cycles per internal, per/second
64-bit:
Before:
FSIN, 2691031290, 50000, 53820.6, 1000, 53.8206, 18580.237319
FCOS, 2719397120, 50000, 54387.9, 1000, 54.3879, 18386.428239
FSINCOS, 5586917530, 50000, 111738, 1000, 111.738, 8949.478801
After:
FSIN, 2669959250, 50000, 53399.2, 1000, 53.3992, 18726.877573
FCOS, 2740942260, 50000, 54818.8, 1000, 54.8188, 18241.901965
FSINCOS, 3189472870, 50000, 63789.5, 1000, 63.7895, 15676.571659
80-bit:
Before:
FSIN, 24702939380, 50000, 494059, 1000, 494.059, 2024.050629
FCOS, 19127131020, 50000, 382543, 1000, 382.543, 2614.087808
FSINCOS, 40386785260, 50000, 807736, 1000, 807.736, 1238.028719
After:
FSIN, 24869980710, 50000, 497400, 1000, 497.4, 2010.455922
FCOS, 19131849590, 50000, 382637, 1000, 382.637, 2613.443084
FSINCOS, 38329985570, 50000, 766600, 1000, 766.6, 1304.461749
Improvement 64-bit: 1.75x
Improvement 80-bit: 1.05x
```
Only a minor improvement at 80-bit precision since cephes doesn't provide a combined sincos operation, but the f64 implementation is significantly improved, allowing 75% more operations per second.
Disabled in the simulator because we can't easily support pairs of
vector registers being returned.
This is changes the interface of CodeBuffer to that of a partially persistent
data structure based on reference counting:
- Exactly one CodeBuffer is now designated as "active", which means data can
be *appended* to it
- Lossy modifications to the active CodeBuffer will not invalidate any data
in use by other threads, which enables save sharing across threads
- Instead, such lossy modifications trigger a new "version" of the data in
the modifying thread. Old versions of the CodeBuffer persist as read-only
data for use by the other threads.
- The other threads can update their version of the CodeBuffer. This will
decrease the reference count and eventually trigger deallocation of the
old version
This sideband is now unused, registers are encoded directly in the IR. So we can
garbage collect all this code for quite some savings.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
pthreads allows us to check if mutex/rwlock is currently locked by the
calling thread. This can give us some safety in code expecting locks to
be in place, allowing us to find programming bugs.
Fixes#4535
A handful of improvements on this.
* Reduces codegen around interpreter fallbacks
* Keeps ABI handling code in common Dispatcher code
* Improves I$ hitrate by most of the heavy code staying in Dispatcher
This cuts the amount of codegen inside the JIT for most interpreter
fallbacks by 1/2 or 1/3, by only doing the minimal amount of work in the
code blocks and doing most things in the dispatcher. The cost of which
is an additional branch per operation.
This should bring marginal performance improvements, but it should also
basically fall within noise. The bigger thing to care about here is a
smaller amount of code being generated for x87 blocks.
protects last page of codebuffer. This should cause a
SIGSEGV if we try to access it. Until now it was possible to go over
and access out of bounds.
In addition, there a couple of clang-tidy fixes which should be NFC.
Due to how jit block tail padding is working, there's no real good way
to determine the true "implementation size" of an instruction without
the backend being aware of wanting to investigate it.
Trying to inject another instruction, or another IR operation actually
subtly changes codegen in a way that gives invalid results. The only
real way to get around this is to inject a known token in to the
instruction stream as we `ExitFunction`.
So inject a `udf #0x420f`, and change the scanning behaviour to find the
first one and cut everything else off afterwards.
This already scoops out some code in some game blocks that were
accidentally landing ExitFunction code in the json.
This also has been tested to work with #4528 with its InstCountCI
specific changes reverted.
This means we don't need to play subtle padding tricks in the JIT to get
the information we want in InstcountCI.
Telemetry value address generation was forcing an indirection at all
times which was unnecessary. These values live in the BSS, zero
initialized at process start and is unnecessary.
Instead change the wrapper defines to directly operate on the enum
passed in which saves an indirection on all of these telemetry
operations (except for the ones in the JIT which are required to be PIC
compliant).
This also fixes an annoying warning about
`FEXCORE_TELEMETRY_STATIC_INIT` causing initialization and destruction
order being unspecified, so two wins.
Instead of keeping the vlaue as a string array in the MetaLayer, convert
the value to its final type once.
Improves performance in some hotpaths that were doing config based
string conversion in a relatively high frequency.
With the previous fixes in place, we can now stop burning a fextl::list
in every single config option. This list is only required for strarray
options so reserve it for those entirely.
We also don't need to save the config option enum for each, so these
actually go from ~32 bytes per object down to their base type for most
everything.
```diff
"sha1rnds4 xmm0, xmm1, 10b": {
- "ExpectedInstructionCount": 55,
+ "ExpectedInstructionCount": 10,
```
So I spent a few hours glaring at this instruction. Then spent a few
more glaring in to the sunset and then found the optimization.
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.
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.
When running on a system with a 48-bit VA, if FEX does any allocations
between us reserving the upper 128TB and the application running, then
/technically/ we are intersecting with the application's memory region
in the lower 47-bits.
This didn't typically result in any problems due to how ASLR works, but
if we did any large allocations (like #4291 wants with 128MB VMA region)
then these typically get pushed higher in the VA space.
Again not usually a problem, but if you happen to be running an
application that is using MAP_FIXED with hardcoded addresses then this
can stomp over FEX-Emu memory causing problems.
This is what happens with Wine, it reserves the upper-32MB of its 47-bit
VA space, which is /highly/ likely to stomp on FEX memory. In-fact it
likely occurs all the time, we just got lucky with whatever it was
clobbering wasn't used at the time.
On 39-bit VA systems this isn't a problem because the mmap fails
outright with a warning message from WINE.
Because we are already reserving the upper 128TB of VA space, instead
just always enable our allocator and use the regions that were reserved.
We need to be a little bit careful to ensure we don't accidentally
allocate more memory post-reservation but that just requires a small
adjustment to our unique_ptr and constructor for the 64BitAllocator.
This means /all/ FEX-Emu allocations will be in the upper 128TB VA space
when running 64-bit applications on a 48-bit VA system. Which is kind of
nice.
Fixes WINE in #4291 when the allocator stats are bumped to 128MB per
process.