This is based on the MIPS dynarec (more or less) with some ARM
borrowings. Seems to be quite fast (under my testing fixed results:
faster than ARM on A1 but not a lot faster than the interpreter on
Android Snapdragon 845) but still some optimizations are missing at the
moment.
Seems to pass my testing suite and compatibility wise is very similar to
arm.
This adds support for x86-64 dynarec both on Windows and Linux. Since
they have different requirements there's some macro magic in the stubs
file.
This also fixes x86 support in some cases: stack alignment requirements
where violated all over. This allows the usage of clang as a compiler
(which has a tendency to use SSE instructions more often than gcc does).
To support this I also reworked the mmap/VirtualAlloc magic to make sure
JIT arena stays close to .text.
Fixed some other minor issues and removed some unnecessary JIT code here
and there. clang tends to do some (wrong?) assumptions about global
symbols alignment.
This gets rid of the bloated memmap_win32.c in favour of a much simpler
wrapper. This will be needed in the future since the wrapper does not
support MAP_FIXED maps (necessary for some platforms)
Let's see, this should fix issues on platforms that do not support
running the emu at 59.73 FPS. We run the emu at fake 60fps, which means
we produce more audio samples than the original device.
Instead of missing samples (which produce cracks in the audio) we should
be producing some extra samples, which will result in a frame drop every
now and then (like every minute or so, so it's not noticeable).
This patch adds big-endian compatibility in gpsp (in general but only
for the interpreter). There's no performance hit for little-endian
platforms (should be a no-op) and only add a small overhead in memory
accesses for big-endian platforms.
Most memory accesses are wrapped with a byteswap instruction and I/O reg
accesses are also rewired for proper access (using macros). Video
rendering has been fixed to also do byteswaps but there's a couple of
games and rendering modes that still seem broken (but they amount to
less than 20 games in my tests with 1K ROMs).
This also adds build rules and CI for NGC/WII/WIIU (untested)
Seems that ABI mandates that we allocate space for arg0..4 even if we do
pass them as registers. For some reason write_io_register<> functions
write in that stack area (1 word) corrupting the s0 saved register.
This seems to be a new gcc behaviour?
This only needs some support to save/load state with 64 bit registers.
Since pointers remain 32 bit, no extra changes are needed in the
dynarec. Verified with qemu (qemu-mipsn32el) and miniretro.
Cleans up a ton of whitespace in cpu.c (like 100KB!) and improves
readability of some massive decode statements.
Added an optimization for PC-relative loads (pool load) in ROM (since
it's read only and cannot possibily change) that directly emits an
immediate load. This is way faster, specially in MIPS/x86, ARM can be
even faster if we rewrite the immediate load macros to also use a pool.
Uses a different cache primitive and a differend madd(u) encoding.
Also added a flag for BGR vs RGB color output (since PSP is assuming to
be BGR for speed).
Aside from that the ABI required some special function calls for PIC.
This allows us to emit the handlers directly in a more efficient manner.
At the same time it allows for an easy fix to emit PIC code, which is
necessary for libretro. This also enables more platform specific
optimizations and variations, perhaps even run-time multiplatform
support.
This removes libco and all the usages of it (+pthreads).
Rewired all dynarecs and interpreter to return after every frame so that
libretro can process events. This required to make dynarec re-entrant.
Dynarecs were updated to check for new frame on every update (IRQ, cycle
exhaustion, I/O write, etc). The performance impact of doing so should
be minimal (and definitely outweight the libco gains). While at it,
fixed small issues to get a bit more perf: arm dynarec was not idling
correctly, mips was using stack when not needed, etc.
Tested on PSP (mips), OGA (armv7), Linux (x86 and interpreter). Not
tested on Android though.
Similar fix to https://github.com/libretro/pcsx_rearmed/pull/390. The
Nintendo svcBackdoor can cause stack corruption if an interrupt
happens during it, this uses Luma3DS/Rosalina's svcCustomBackdoor instead.