The usual tricks, also requires introducing a bare adc op to optimize adcs to,
but we wanted that anyway!
Also support a zero source, so we can calculate "foo + CF" in one instruction to
optimize the "lock adc" cases.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This is required to ensure single-iteration convergence with a sequence like:
write C
whatever = load C
rmif C, whatever
invalidate C
avoids regressing the "DEC dead" case with future work in the series.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
RCLSE ignores NZCV and doesn't optimize stores which doesn't help us with PF/AF
either. So, we add a new pass for dead flag elimination (cannibalizing the old
and broken dead flag elimination pass). This is a simple local optimizer that
walks each block backwards, converging in linear time & constant space in a
single iteration.
Right now, it doesn't do a ton (other than a nice reduction in silliness in
the hot Sonic block), but it provides the framework to fuse comparisons.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This unit test hasn't really served any purpose for a while now and
mostly just causes pain when reworking things in the IR.
Just remove the IRLoader, its unit tests, the github action steps and
the public FEXCore interface to it. Since it isn't used by anything
other than Thunks.
Also moves some IR definitions from the public API to the backend.
This usually happens on backwards memcpy where we know the direction of
the copy because the code will typically do as follows:
```
std
rep movsb
cld
```
This is because the direction flag is part of the ABI and needs to be
set back to the forward direction if it was modified.
This typically doesn't get picked up on forward copies because we won't
have visibility of a cld instruction in the block.
This optimization allows us to only emit half of the code for the memcpy
if it is a compile time constant.
There's definitely some future task that could assume forward direction
if unknown and recompile the code if the assumption has failed, but not
doing that here.
Many flag-generating instructions like cmp need to save calculations for
deferred PF and AF flag calculation. Currently, they require a store per flag,
which is prohibitively expensive for hot instructions like cmp. By instead
pinning PF/AF temporary results to registers (x26/x27 by convention here), we
eliminate many stores altogether and turn the rest into zero-cycle moves (on
64-bit at least, this isn't optimal for 32-bit emulation due to CTX->GetGPRSize
shenanigans, need to check if this requirement can be lifted..).
To implement, we model as SRA and then the existing SRA code is able to generate
good code with little manual tuning. (Future work will get us to excellent code
with more tuning ;) ).
The tradeoff is reducing the working dynamic GPR set by 2 registers, which might
increase spilling in some cases. I think it's worth it in practice, though.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Unused since TestNZ+NZCVSelect accomplishes the same and good riddance. Might
bring them back later for tbz/tbnz, but certainly not in this Selectful form.
(I added them when I thought we were going to RA the flags. With the more
effective static approach, we don't need this for that.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
via the 0 reg. We really need a more generalized approach to taking advantage of
wzr, but this optimizes the special case I care about for seta (saving a move to
make the impl optimal).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This will replace Select soon, as it lets us take advantage of
NZCV-generating instructions and it doesn't clobber NZCV.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
When the result of an atomic fetch operation is unused then we can
safely convert it to a non-fetching version of the operation.
This happens hundreds of times per process as far as I can tell. No idea
if this actually helps any hardware, but theoretically it can allow CPUs
to not stall waiting for writeback of the atomic operation.
Couldn't detect any performance improvements in the various little
things I was poking at least. Very trivial to support so add it.
Unaligned variants are already handled in our unaligned fault handler
since the only difference is the acquire semantic is dropped and the
destination register is the zero register.
When SubShift (LSL) occurs with both sources constant then optimize away
the calculation.
Additionally if add is found to have one immediate constant where the
inverse of the constant fits in to ImmAddSub range, then invert the
constant and change it in to a sub.
This optimizes the cases when direction flag is known upfront in an
instruction.
Lots of instructions clobber NZCV inadvertently but are not intended to write to
the host flags from the IR point-of-view. As an example, Abs logically has no
side effects but physically clobbers NZCV due to its cmp/csneg impl on non-CSSC
hw. Add infrastructure to model this in the IR so we can deal with it when we
start using NZCV for things.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
With the previous RCLSE pass optimization that fixes store->load
forwarding, this pass started optimizing harder.
This hit a bug with this vmov removal that previously didn't get hit.
In particular this would eliminate vmov IR operations even if they were
zero extending a vector.
Since we have dramatically cleaned up the amount of vmov IR operations
we are generating, remove this optimization entirely. In the games I
tested, the only game that hit this "optimization" was Ender Lilies and
it started generating broken code for the single block of instructions
that did.
Adds a unit test for this case just in-case it comes back in the future
for some reason.
Fixes an issue where Ender Lilies would flash the screen to black every
time an enemy hit the player character.
This is the cause of a bunch of redundant moves that shows up in
InstCountCI. Fixing this aliasing and pre-colouring issue causes a ton
of 256-bit operations to become optimal.
If we const-prop the required functions and leafs then we can directly
encode the CPUID information rather than jumping out of the JIT.
In testing almost all CPUID executions const-prop which function is
getting called. Worst case that I found was only 85% const-prop rate.
This isn't quite 100% optimal since we need to call the RCLSE and
Constprop passes after we optimize these, which would remove some
redundant moves.
Sadly there seems to be a bug in the constprop pass that starts crashing
applications if that is done.
Easily enough tested by running Half-Life 2 and it immediately hitting
SIGILL.
Even without this optimization, this is stil a significant savings since
we aren't jumping out of the JIT anymore for these optimized CPUIDs.
The bug that was causing crashes with this was due to inline syscalls.
Now that this is fixed we can re-enable store->load operations.
This allows constant propagation to work significantly better, which
means inline syscalls start working again. This can significantly
improve syscall performance in some cases.
This is most likely to improve performance in dxsetup and vc_redist but
hard to get a real profile.
Additionally this will let us inline cpuid results in the future which
is pretty nice.
The range was slightly incorrect which mostly wouldn't have caused
issues.
The lowest byte would have just generated slightly less optimal code.
The upper byte could have generated broken code, which our CI couldn't
catch since TSO instructions only get enabled when multiple threads are
in-flight.
Easy enough to fix.
Add new synthetic condition codes that do an AND as their relational operator,
testing the result. This is 1 IR op for things like
(A & B) == 0 ? C : D
This can translate to
tst A, B
csel A, B, eq
In the future, if A is the NZCV register and B is a supported immediate, eg
(NZCV & 0x80000000) == 0 ? C : D
this will be able to translate to a single instruction with the appropriate
condition
csel A, B, pl
but that needs RA support.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This is blocking performance improvements. This backend is almost
unilaterally unused except for when I'm testing if games run on Radeon
video drivers.
Hopefully AmpereOne and Orin/Grace can fulfill this role when they
launch next year.