dolphin/Source/Core/VideoCommon/OpcodeDecoding.cpp
comex 65af90669b Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...

The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data.  Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic.  Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.

My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point).  Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much.  However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all.  (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)

With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done).  Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.

Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render.  That makes up the bulk of this commit.

In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.

The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.

Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches.  When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.

* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame.  For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-09-28 21:34:29 -04:00

334 lines
8.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
//DL facts:
// Ikaruga uses (nearly) NO display lists!
// Zelda WW uses TONS of display lists
// Zelda TP uses almost 100% display lists except menus (we like this!)
// Super Mario Galaxy has nearly all geometry and more than half of the state in DLs (great!)
// Note that it IS NOT GENERALLY POSSIBLE to precompile display lists! You can compile them as they are
// while interpreting them, and hope that the vertex format doesn't change, though, if you do it right
// when they are called. The reason is that the vertex format affects the sizes of the vertices.
#include "Common/CommonTypes.h"
#include "Common/CPUDetect.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/Memmap.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/DataReader.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
bool g_bRecordFifoData = false;
static u32 InterpretDisplayList(u32 address, u32 size)
{
u8* old_pVideoData = g_video_buffer_read_ptr;
u8* startAddress;
if (g_use_deterministic_gpu_thread)
startAddress = (u8*) PopFifoAuxBuffer(size);
else
startAddress = Memory::GetPointer(address);
u32 cycles = 0;
// Avoid the crash if Memory::GetPointer failed ..
if (startAddress != nullptr)
{
g_video_buffer_read_ptr = startAddress;
// temporarily swap dl and non-dl (small "hack" for the stats)
Statistics::SwapDL();
u8 *end = g_video_buffer_read_ptr + size;
cycles = OpcodeDecoder_Run(end);
INCSTAT(stats.thisFrame.numDListsCalled);
// un-swap
Statistics::SwapDL();
}
// reset to the old pointer
g_video_buffer_read_ptr = old_pVideoData;
return cycles;
}
static void InterpretDisplayListPreprocess(u32 address, u32 size)
{
u8* old_read_ptr = g_video_buffer_pp_read_ptr;
u8* startAddress = Memory::GetPointer(address);
PushFifoAuxBuffer(startAddress, size);
if (startAddress != nullptr)
{
g_video_buffer_pp_read_ptr = startAddress;
u8 *end = startAddress + size;
OpcodeDecoder_Preprocess(end);
}
g_video_buffer_pp_read_ptr = old_read_ptr;
}
static void UnknownOpcode(u8 cmd_byte, void *buffer, bool preprocess)
{
// TODO(Omega): Maybe dump FIFO to file on this error
std::string temp = StringFromFormat(
"GFX FIFO: Unknown Opcode (0x%x @ %p, preprocessing=%s).\n"
"This means one of the following:\n"
"* The emulated GPU got desynced, disabling dual core can help\n"
"* Command stream corrupted by some spurious memory bug\n"
"* This really is an unknown opcode (unlikely)\n"
"* Some other sort of bug\n\n"
"Dolphin will now likely crash or hang. Enjoy." ,
cmd_byte,
buffer,
preprocess ? "yes" : "no");
Host_SysMessage(temp.c_str());
INFO_LOG(VIDEO, "%s", temp.c_str());
{
SCPFifoStruct &fifo = CommandProcessor::fifo;
std::string tmp = StringFromFormat(
"Illegal command %02x\n"
"CPBase: 0x%08x\n"
"CPEnd: 0x%08x\n"
"CPHiWatermark: 0x%08x\n"
"CPLoWatermark: 0x%08x\n"
"CPReadWriteDistance: 0x%08x\n"
"CPWritePointer: 0x%08x\n"
"CPReadPointer: 0x%08x\n"
"CPBreakpoint: 0x%08x\n"
"bFF_GPReadEnable: %s\n"
"bFF_BPEnable: %s\n"
"bFF_BPInt: %s\n"
"bFF_Breakpoint: %s\n"
,cmd_byte, fifo.CPBase, fifo.CPEnd, fifo.CPHiWatermark, fifo.CPLoWatermark, fifo.CPReadWriteDistance
,fifo.CPWritePointer, fifo.CPReadPointer, fifo.CPBreakpoint, fifo.bFF_GPReadEnable ? "true" : "false"
,fifo.bFF_BPEnable ? "true" : "false" ,fifo.bFF_BPInt ? "true" : "false"
,fifo.bFF_Breakpoint ? "true" : "false");
Host_SysMessage(tmp.c_str());
INFO_LOG(VIDEO, "%s", tmp.c_str());
}
}
template <bool is_preprocess, u8** bufp>
static u32 Decode(u8* end)
{
u8 *opcodeStart = *bufp;
if (*bufp == end)
return 0;
u8 cmd_byte = DataRead<u8>(bufp);
u32 cycles;
int refarray;
switch (cmd_byte)
{
case GX_NOP:
cycles = 6; // Hm, this means that we scan over nop streams pretty slowly...
break;
case GX_LOAD_CP_REG: //0x08
{
if (end - *bufp < 1 + 4)
return 0;
cycles = 12;
u8 sub_cmd = DataRead<u8>(bufp);
u32 value = DataRead<u32>(bufp);
LoadCPReg(sub_cmd, value, is_preprocess);
if (!is_preprocess)
INCSTAT(stats.thisFrame.numCPLoads);
}
break;
case GX_LOAD_XF_REG:
{
if (end - *bufp < 4)
return 0;
u32 Cmd2 = DataRead<u32>(bufp);
int transfer_size = ((Cmd2 >> 16) & 15) + 1;
if ((size_t) (end - *bufp) < transfer_size * sizeof(u32))
return 0;
cycles = 18 + 6 * transfer_size;
if (!is_preprocess)
{
u32 xf_address = Cmd2 & 0xFFFF;
LoadXFReg(transfer_size, xf_address);
INCSTAT(stats.thisFrame.numXFLoads);
}
else
{
*bufp += transfer_size * sizeof(u32);
}
}
break;
case GX_LOAD_INDX_A: //used for position matrices
refarray = 0xC;
goto load_indx;
case GX_LOAD_INDX_B: //used for normal matrices
refarray = 0xD;
goto load_indx;
case GX_LOAD_INDX_C: //used for postmatrices
refarray = 0xE;
goto load_indx;
case GX_LOAD_INDX_D: //used for lights
refarray = 0xF;
goto load_indx;
load_indx:
if (end - *bufp < 4)
return 0;
cycles = 6;
if (is_preprocess)
PreprocessIndexedXF(DataRead<u32>(bufp), refarray);
else
LoadIndexedXF(DataRead<u32>(bufp), refarray);
break;
case GX_CMD_CALL_DL:
{
if (end - *bufp < 8)
return 0;
u32 address = DataRead<u32>(bufp);
u32 count = DataRead<u32>(bufp);
if (is_preprocess)
InterpretDisplayListPreprocess(address, count);
else
cycles = 6 + InterpretDisplayList(address, count);
}
break;
case GX_CMD_UNKNOWN_METRICS: // zelda 4 swords calls it and checks the metrics registers after that
cycles = 6;
DEBUG_LOG(VIDEO, "GX 0x44: %08x", cmd_byte);
break;
case GX_CMD_INVL_VC: // Invalidate Vertex Cache
cycles = 6;
DEBUG_LOG(VIDEO, "Invalidate (vertex cache?)");
break;
case GX_LOAD_BP_REG: //0x61
// In skipped_frame case: We have to let BP writes through because they set
// tokens and stuff. TODO: Call a much simplified LoadBPReg instead.
{
if (end - *bufp < 4)
return 0;
cycles = 12;
u32 bp_cmd = DataRead<u32>(bufp);
if (is_preprocess)
{
LoadBPRegPreprocess(bp_cmd);
}
else
{
LoadBPReg(bp_cmd);
INCSTAT(stats.thisFrame.numBPLoads);
}
}
break;
// draw primitives
default:
if ((cmd_byte & 0xC0) == 0x80)
{
cycles = 1600;
// load vertices
if (end - *bufp < 2)
return 0;
u16 num_vertices = DataRead<u16>(bufp);
if (is_preprocess)
{
size_t size = num_vertices * VertexLoaderManager::GetVertexSize(cmd_byte & GX_VAT_MASK, is_preprocess);
if ((size_t) (end - *bufp) < size)
return 0;
*bufp += size;
}
else
{
if (!VertexLoaderManager::RunVertices(
cmd_byte & GX_VAT_MASK, // Vertex loader index (0 - 7)
(cmd_byte & GX_PRIMITIVE_MASK) >> GX_PRIMITIVE_SHIFT,
num_vertices,
end - *bufp,
g_bSkipCurrentFrame))
return 0;
}
}
else
{
UnknownOpcode(cmd_byte, opcodeStart, is_preprocess);
cycles = 1;
}
break;
}
// Display lists get added directly into the FIFO stream
if (!is_preprocess && g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(*bufp - opcodeStart));
// In is_preprocess mode, we don't actually care about cycles, at least for
// now... make sure the compiler realizes that.
return is_preprocess ? 1 : cycles;
}
void OpcodeDecoder_Init()
{
g_video_buffer_read_ptr = GetVideoBufferStartPtr();
}
void OpcodeDecoder_Shutdown()
{
}
u32 OpcodeDecoder_Run(u8* end)
{
u32 totalCycles = 0;
while (true)
{
u8* old = g_video_buffer_read_ptr;
u32 cycles = Decode</*is_preprocess*/ false, &g_video_buffer_read_ptr>(end);
if (cycles == 0)
{
g_video_buffer_read_ptr = old;
break;
}
totalCycles += cycles;
}
return totalCycles;
}
void OpcodeDecoder_Preprocess(u8 *end)
{
while (true)
{
u8* old = g_video_buffer_pp_read_ptr;
u32 cycles = Decode</*is_preprocess*/ true, &g_video_buffer_pp_read_ptr>(end);
if (cycles == 0)
{
g_video_buffer_pp_read_ptr = old;
break;
}
}
}