The special-value check masked the biased exponent with 0x7fff and
then used TestNZ, so it triggered on Exp==0 (denormals) instead of
Exp==0x7fff (NaN/Inf). Replace the TestNZ with SubWithFlags against
0x7fff so EQ only fires for genuine NaN/Inf.
- RNDRRS is still broken on this CPU
- Fault granularity checking needs to use loads
- stlxp does monitor check before alignment check, use loads for all
for consistency
- Fault granularity is still 16B which matches LSE2 requirements.
- X2E still only ships a 19.2Mhz cycle counter, so still only
ARMv9.0-a hardware
- Adds product name to CPUID
- Oryon-3 being CPU PartID 2 isn't a mistake.
- No distinction between Oryon-1 and Oryon-2, both are partid 1.
cpuinfo:
```
processor : 0
BogoMIPS : 38.40
Features : fp asimd evtstrm aes pmull sha1 sha2 crc32 atomics fphp asimdhp cpuid asimdrdm jscvt fcma lrcpc dcpop sha3 sm3 sm4 asimddp sha512 sve asimdfhm uscat ilrcpc flagm ssbs sb paca pacg dcpodp sve2 sveaes svesha3 svesm4 flagm2 frint svei8mm svebf16 i8mm bf16 rng ecv afp rpres
CPU implementer : 0x51
CPU architecture: 8
CPU variant : 0x1
CPU part : 0x002
CPU revision : 1
```
We had a bug where nop encoded prefetch instructions were getting
flagged as illegal instructions erroneously. Fix that and add a unittest
for ensuring execution.
Fixes `Devil May Cry 4`
Death Stranding 2 is using this instruction instead of `vbroadcastss`
for some reason. Optimize its specific case and add a note that when we
know sources match that we can optimize more patterns easily.
Allows WTF to work (mostly) with Wine by letting us VirtualName things,
and also allows madvise control of THP, which significantly cuts back
memory usage.
This works around the problem of Wine not giving us control of this by
using raw syscalls when wine is detected.
Based on top of #5362 so the THP disable controls are in.
I utilize this functionality quite heavily when debugging and I need
bread crumbs spread around. Instead of reimplementing it a dozen times,
just have it upstreamed.
Disables THP on some key locations that are fairly sparse
- rpmalloc
- This is the big one as this allocates some heavy sparse buffers.
- CallRet stacks
- These get in the hundreds of megabytes, while not being sparse they
trend towards only using a handful of pages and ballooning to 2MB
per thread is quite heavy.
- Lookup cache
- L1 specifically gets hit here which adds a decent chunk of overhead
due to sparsity.
Win32 for all of these also aren't handled, but that will need to be a
followup.
While not a leak in the traditional sense, we were causing pool
allocations to never become free until the thread was closed.
This meant in the case of a game running with >200 threads or so, these
would add up very quickly. So some minor reworking so the IREmitter
doesn't allocate a buffer until first JIT, and making sure to actually
disown the buffer on dispatch error resolved the problems.
Fixes an edge case where Ender Lilies was consuming 409MB with THP
enabled on my desktop, and now it is something like 6MB once idling for
a bit to have the pool allocations do its magic.
If/When this works, the amount of iTLB misses drop dramatically, which
reduces L2 TLB pressure, which just improves performance for our CPU
cores that have itty-bitty L1 iTLB entry counts.
We can't use `mmap(MAP_HUGETLB)` directly for terrible reasons, so we
are required to lean on madvise instead.
Fixes#5230
Basically just stores it as an array of `uint8_t`, and automatically
pads it out to 24 bytes. Hopefully FEX never reaches SHA1 collisions so
this should (TM) never collide.
Note: I have no idea how fmt will handle that format string with an
array of uint8_t.
Signed-off-by: crueter <crueter@eden-emu.dev>