JIT optimizations and refactoring (#675)
* CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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@ -20,13 +20,10 @@ class CDImage;
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class HostDisplay;
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class GameList;
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class System;
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struct SystemBootParameters;
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class HostInterface
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{
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friend System;
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public:
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enum : u32
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{
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@ -44,12 +41,6 @@ public:
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/// Access to host audio stream.
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ALWAYS_INLINE AudioStream* GetAudioStream() const { return m_audio_stream.get(); }
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/// Returns a settings object which can be modified.
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ALWAYS_INLINE Settings& GetSettings() { return m_settings; }
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/// Access to emulated system.
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ALWAYS_INLINE System* GetSystem() const { return m_system.get(); }
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/// Initializes the emulator frontend.
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virtual bool Initialize();
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@ -118,6 +109,12 @@ public:
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/// Returns a float setting from the configuration.
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virtual float GetFloatSettingValue(const char* section, const char* key, float default_value = 0.0f);
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/// Loads the BIOS image for the specified region.
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std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
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virtual void OnRunningGameChanged();
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virtual void OnSystemPerformanceCountersUpdated();
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protected:
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virtual bool AcquireHostDisplay() = 0;
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virtual void ReleaseHostDisplay() = 0;
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@ -125,9 +122,7 @@ protected:
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virtual void OnSystemCreated();
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virtual void OnSystemDestroyed();
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virtual void OnSystemPerformanceCountersUpdated();
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virtual void OnSystemStateSaved(bool global, s32 slot);
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virtual void OnRunningGameChanged();
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virtual void OnControllerTypeChanged(u32 slot);
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/// Restores all settings to defaults.
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@ -148,9 +143,6 @@ protected:
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/// Sets the user directory to the program directory, i.e. "portable mode".
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void SetUserDirectoryToProgramDirectory();
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/// Loads the BIOS image for the specified region.
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std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
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/// Quick switch between software and hardware rendering.
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void ToggleSoftwareRendering();
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@ -165,8 +157,8 @@ protected:
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std::unique_ptr<HostDisplay> m_display;
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std::unique_ptr<AudioStream> m_audio_stream;
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std::unique_ptr<System> m_system;
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Settings m_settings;
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std::string m_program_directory;
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std::string m_user_directory;
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};
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extern HostInterface* g_host_interface;
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