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https://github.com/dolphin-emu/dolphin.git
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65af90669b
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.
334 lines
8.3 KiB
C++
334 lines
8.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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//DL facts:
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// Ikaruga uses (nearly) NO display lists!
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// Zelda WW uses TONS of display lists
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// Zelda TP uses almost 100% display lists except menus (we like this!)
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// Super Mario Galaxy has nearly all geometry and more than half of the state in DLs (great!)
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// Note that it IS NOT GENERALLY POSSIBLE to precompile display lists! You can compile them as they are
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// while interpreting them, and hope that the vertex format doesn't change, though, if you do it right
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// when they are called. The reason is that the vertex format affects the sizes of the vertices.
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#include "Common/CommonTypes.h"
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#include "Common/CPUDetect.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/FifoPlayer/FifoRecorder.h"
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#include "Core/HW/Memmap.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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bool g_bRecordFifoData = false;
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static u32 InterpretDisplayList(u32 address, u32 size)
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{
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u8* old_pVideoData = g_video_buffer_read_ptr;
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u8* startAddress;
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if (g_use_deterministic_gpu_thread)
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startAddress = (u8*) PopFifoAuxBuffer(size);
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else
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startAddress = Memory::GetPointer(address);
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u32 cycles = 0;
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// Avoid the crash if Memory::GetPointer failed ..
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if (startAddress != nullptr)
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{
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g_video_buffer_read_ptr = startAddress;
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// temporarily swap dl and non-dl (small "hack" for the stats)
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Statistics::SwapDL();
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u8 *end = g_video_buffer_read_ptr + size;
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cycles = OpcodeDecoder_Run(end);
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INCSTAT(stats.thisFrame.numDListsCalled);
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// un-swap
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Statistics::SwapDL();
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}
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// reset to the old pointer
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g_video_buffer_read_ptr = old_pVideoData;
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return cycles;
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}
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static void InterpretDisplayListPreprocess(u32 address, u32 size)
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{
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u8* old_read_ptr = g_video_buffer_pp_read_ptr;
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u8* startAddress = Memory::GetPointer(address);
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PushFifoAuxBuffer(startAddress, size);
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if (startAddress != nullptr)
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{
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g_video_buffer_pp_read_ptr = startAddress;
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u8 *end = startAddress + size;
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OpcodeDecoder_Preprocess(end);
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}
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g_video_buffer_pp_read_ptr = old_read_ptr;
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}
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static void UnknownOpcode(u8 cmd_byte, void *buffer, bool preprocess)
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{
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// TODO(Omega): Maybe dump FIFO to file on this error
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std::string temp = StringFromFormat(
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"GFX FIFO: Unknown Opcode (0x%x @ %p, preprocessing=%s).\n"
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"This means one of the following:\n"
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"* The emulated GPU got desynced, disabling dual core can help\n"
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"* Command stream corrupted by some spurious memory bug\n"
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"* This really is an unknown opcode (unlikely)\n"
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"* Some other sort of bug\n\n"
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"Dolphin will now likely crash or hang. Enjoy." ,
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cmd_byte,
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buffer,
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preprocess ? "yes" : "no");
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Host_SysMessage(temp.c_str());
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INFO_LOG(VIDEO, "%s", temp.c_str());
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{
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SCPFifoStruct &fifo = CommandProcessor::fifo;
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std::string tmp = StringFromFormat(
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"Illegal command %02x\n"
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"CPBase: 0x%08x\n"
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"CPEnd: 0x%08x\n"
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"CPHiWatermark: 0x%08x\n"
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"CPLoWatermark: 0x%08x\n"
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"CPReadWriteDistance: 0x%08x\n"
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"CPWritePointer: 0x%08x\n"
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"CPReadPointer: 0x%08x\n"
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"CPBreakpoint: 0x%08x\n"
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"bFF_GPReadEnable: %s\n"
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"bFF_BPEnable: %s\n"
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"bFF_BPInt: %s\n"
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"bFF_Breakpoint: %s\n"
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,cmd_byte, fifo.CPBase, fifo.CPEnd, fifo.CPHiWatermark, fifo.CPLoWatermark, fifo.CPReadWriteDistance
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,fifo.CPWritePointer, fifo.CPReadPointer, fifo.CPBreakpoint, fifo.bFF_GPReadEnable ? "true" : "false"
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,fifo.bFF_BPEnable ? "true" : "false" ,fifo.bFF_BPInt ? "true" : "false"
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,fifo.bFF_Breakpoint ? "true" : "false");
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Host_SysMessage(tmp.c_str());
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INFO_LOG(VIDEO, "%s", tmp.c_str());
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}
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}
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template <bool is_preprocess, u8** bufp>
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static u32 Decode(u8* end)
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{
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u8 *opcodeStart = *bufp;
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if (*bufp == end)
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return 0;
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u8 cmd_byte = DataRead<u8>(bufp);
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u32 cycles;
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int refarray;
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switch (cmd_byte)
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{
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case GX_NOP:
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cycles = 6; // Hm, this means that we scan over nop streams pretty slowly...
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break;
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case GX_LOAD_CP_REG: //0x08
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{
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if (end - *bufp < 1 + 4)
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return 0;
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cycles = 12;
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u8 sub_cmd = DataRead<u8>(bufp);
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u32 value = DataRead<u32>(bufp);
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LoadCPReg(sub_cmd, value, is_preprocess);
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if (!is_preprocess)
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INCSTAT(stats.thisFrame.numCPLoads);
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}
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break;
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case GX_LOAD_XF_REG:
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{
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if (end - *bufp < 4)
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return 0;
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u32 Cmd2 = DataRead<u32>(bufp);
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int transfer_size = ((Cmd2 >> 16) & 15) + 1;
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if ((size_t) (end - *bufp) < transfer_size * sizeof(u32))
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return 0;
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cycles = 18 + 6 * transfer_size;
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if (!is_preprocess)
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{
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u32 xf_address = Cmd2 & 0xFFFF;
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LoadXFReg(transfer_size, xf_address);
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INCSTAT(stats.thisFrame.numXFLoads);
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}
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else
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{
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*bufp += transfer_size * sizeof(u32);
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}
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}
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break;
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case GX_LOAD_INDX_A: //used for position matrices
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refarray = 0xC;
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goto load_indx;
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case GX_LOAD_INDX_B: //used for normal matrices
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refarray = 0xD;
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goto load_indx;
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case GX_LOAD_INDX_C: //used for postmatrices
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refarray = 0xE;
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goto load_indx;
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case GX_LOAD_INDX_D: //used for lights
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refarray = 0xF;
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goto load_indx;
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load_indx:
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if (end - *bufp < 4)
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return 0;
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cycles = 6;
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if (is_preprocess)
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PreprocessIndexedXF(DataRead<u32>(bufp), refarray);
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else
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LoadIndexedXF(DataRead<u32>(bufp), refarray);
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break;
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case GX_CMD_CALL_DL:
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{
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if (end - *bufp < 8)
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return 0;
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u32 address = DataRead<u32>(bufp);
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u32 count = DataRead<u32>(bufp);
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if (is_preprocess)
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InterpretDisplayListPreprocess(address, count);
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else
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cycles = 6 + InterpretDisplayList(address, count);
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}
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break;
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case GX_CMD_UNKNOWN_METRICS: // zelda 4 swords calls it and checks the metrics registers after that
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cycles = 6;
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DEBUG_LOG(VIDEO, "GX 0x44: %08x", cmd_byte);
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break;
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case GX_CMD_INVL_VC: // Invalidate Vertex Cache
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cycles = 6;
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DEBUG_LOG(VIDEO, "Invalidate (vertex cache?)");
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break;
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case GX_LOAD_BP_REG: //0x61
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// In skipped_frame case: We have to let BP writes through because they set
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// tokens and stuff. TODO: Call a much simplified LoadBPReg instead.
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{
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if (end - *bufp < 4)
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return 0;
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cycles = 12;
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u32 bp_cmd = DataRead<u32>(bufp);
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if (is_preprocess)
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{
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LoadBPRegPreprocess(bp_cmd);
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}
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else
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{
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LoadBPReg(bp_cmd);
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INCSTAT(stats.thisFrame.numBPLoads);
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}
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}
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break;
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// draw primitives
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default:
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if ((cmd_byte & 0xC0) == 0x80)
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{
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cycles = 1600;
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// load vertices
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if (end - *bufp < 2)
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return 0;
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u16 num_vertices = DataRead<u16>(bufp);
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if (is_preprocess)
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{
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size_t size = num_vertices * VertexLoaderManager::GetVertexSize(cmd_byte & GX_VAT_MASK, is_preprocess);
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if ((size_t) (end - *bufp) < size)
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return 0;
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*bufp += size;
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}
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else
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{
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if (!VertexLoaderManager::RunVertices(
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cmd_byte & GX_VAT_MASK, // Vertex loader index (0 - 7)
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(cmd_byte & GX_PRIMITIVE_MASK) >> GX_PRIMITIVE_SHIFT,
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num_vertices,
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end - *bufp,
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g_bSkipCurrentFrame))
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return 0;
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}
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}
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else
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{
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UnknownOpcode(cmd_byte, opcodeStart, is_preprocess);
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cycles = 1;
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}
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break;
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}
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// Display lists get added directly into the FIFO stream
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if (!is_preprocess && g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
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FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(*bufp - opcodeStart));
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// In is_preprocess mode, we don't actually care about cycles, at least for
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// now... make sure the compiler realizes that.
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return is_preprocess ? 1 : cycles;
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}
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void OpcodeDecoder_Init()
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{
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g_video_buffer_read_ptr = GetVideoBufferStartPtr();
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}
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void OpcodeDecoder_Shutdown()
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{
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}
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u32 OpcodeDecoder_Run(u8* end)
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{
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u32 totalCycles = 0;
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while (true)
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{
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u8* old = g_video_buffer_read_ptr;
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u32 cycles = Decode</*is_preprocess*/ false, &g_video_buffer_read_ptr>(end);
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if (cycles == 0)
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{
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g_video_buffer_read_ptr = old;
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break;
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}
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totalCycles += cycles;
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}
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return totalCycles;
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}
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void OpcodeDecoder_Preprocess(u8 *end)
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{
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while (true)
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{
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u8* old = g_video_buffer_pp_read_ptr;
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u32 cycles = Decode</*is_preprocess*/ true, &g_video_buffer_pp_read_ptr>(end);
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if (cycles == 0)
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{
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g_video_buffer_pp_read_ptr = old;
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break;
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}
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}
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}
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