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[a64] Implement an ARM64 backend #2259

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@Wunkolo Wunkolo commented May 15, 2024

Implements a 64-bit ARM backend that emits a64 instructions using oaknut.

image

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Depends on #2258 and xenia-project/FFmpeg#8

Addresses #2002

Tested on a ThinkPad X13s and uses unit tests from #1348 as well. There is currently a ARMv8.1-a requirement due to the use of some of the newer atomic instructions such as CASAL.

Separates the `Windows` platform into `Windows-x86_64` and
`Windows-ARM64`. Adds `--arch` argument to `build`.
Removes x64 backend on non-x64 targets.
Marked as TODO for now
Adding the `a64` backend will be a different PR. For now it's stubbed to
the null backend to allow the main executable to open without failing
initalization.
This value is currently returning `0` on ARM machines and throws an exception.
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Wunkolo commented May 23, 2024

Debugger, instruction-stepping, call-stack unwinding, etc have been implemented as well:
image

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Wunkolo commented May 28, 2024

Latest iteration running Beautiful Katamari and Geometry Wars. Still some minor issues but serving gameplay now.

kata.mp4
geo.wars.mp4

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Wunkolo commented May 29, 2024

No longer requires Armv8.1. Instructions are emitted with an Armv8.0-a baseline and will detect features such as FP16 and LSE and such before utilizing them(and expose them in the feature-mask config similar to x64).

@Wunkolo Wunkolo force-pushed the arm64-backend branch 3 times, most recently from 4fa2462 to 54790a4 Compare June 8, 2024 21:34
@Wunkolo Wunkolo mentioned this pull request Jun 12, 2024
Addresses a build issue that seems to occur now that xenia-app is not
getting SDL2 through one of its submodues
Adds the new `xenia-cpu-backend-a64` build-target with linkage following the x64 backend.
Header-only library for emitting arm64v8 instructions.

Enables C++20 only for the a64 backend for now
Mostly element-accessors
First pass framework that gets emitted ARM code executing.

Based on the x64 backend, implements an ARM64 JIT backend.
This just reverses the bytes of 32-bit values, not reverse the whole vector.
This is a very literal translation from the x64 code into ARM and may not be very optimized. Passes unit test save for a couple off-by-one errors.
Adds two new flags for allowing the use of LSE and FP16C
Narrow-saturation instructions causes off-by-one rounding errors.
Using the min+max+shuffle passes more unit tests
Load the pointer to the VConst table once, and use offsets from this base address from the underlying enum value.
Reduces the amount of instructions for each VConst memory load.
Detect when all bytes are repeating and use `MOVI` when applicable
Indices and non-const tables were using the same scratch-register
Uses `CNTFRQ` and `CNTVCT` system-registers as a raw clock source.

On my ThinkPad x13s, the raw clock source returns a tick-frequency of
19,200,000 while the platform clock source(QueryPerformanceFrequency)
returns 10,000,000. Almost double the accuracy over the platform-clock!
Misses some during the first pass. Now the config files with mention a64 differences.
Read direction from the ZR in the case that we are just storing a 64 or 32 bit zero
This directly maps to the QC bit in the FPSR. Just have to make sure
that the saturated instruction is the very last instruction(which is
currently the case for stuff like VECTOR_ADD and such).
The 64-bit cases uses a particular Replicated 8-bit immediate so
something else will have to handle that  This cases a lot of cases
without having to touch memory. Does not catch cases of
`1.0`(0x3f800000).
`FMOV` encodes an 8-bit floating point immediate that can be used to
accelerate the loading of certain constant floating point values between
-31.0 and 32.0. A lot of immediates such as -1.0, 1.0, 0.5, etc fall
within this range and this code gets lots of hits in my testing. This is
much more optimal than trying to load a 32/64-bit value in W0/X0 and
moving it into an FP register.
Uses LSE when available, but provides an armv8.0 baseline implementation.
Removes all comments relating to x64 implementation details
`dc civac` causes an illegal-instruciton on Windows-ARM. This is likely
as a security measure against cache-attacks. On Linux this instruction
is trapped into an EL1 kernel function. Windows does not seem to have
any user-mode cache-maintenance instructions available for
data-cache(only instruction-cache via `FlushInstructionCache`).

The closest thing we can do for now is a full data memory-barrier with
`dsb ish`.

Prefetches are implemented using `prfm pldl1keep, ...`.
Out-of-bound shift-values are handled as modulo-element-size
The emitter doesn't actually hold onto executable code, but just
generates the assembly-data into a buffer for the currently-resolving
function before placing it into a code-cache. When code gets pushed into
the code-cache, it can just be copied from an `std::vector` and reset.
The code-cache itself maintains the actual executable memory and
stack-unwinding code and such.

This also fixes a bunch of errornous relative-addressing glitches where
relative addresses were calculated based on the address of the unused
CodeBlock rather than being position-independent. `MOVP2R` in particular
was generating different instructions depending on its distance from the
code block when it should always just use `MOV` and not do any
relative-address calculations since we can't predict where the actual
instruction's offset will be(we cannot predict what the program counter
will be). Oaknut probably needs a "position independent" policy or mode
or something so that it avoids PC-relative instructions.
These `MOV`->`DUP` splats can just be a singular `MOVI` instruction
Byte-sized constants can utilize the `MOVI` instructions. This makes
many cases such as zero-splats much faster since this encodes as just a
register-rename(similar to `xor` on x64).
Moves the `FMOV` constant functions into `a64_util` so it is available to other translation units. Optimize constant-splats with conditional use of `MOVI` and `FMOV`.
The last `FADDP` writes into an `S` register, which automatically masks all the other lanes to zero.
The `SUB` instruction can only encode immediates in the form of `0xFFF`
or `0xFFF000`. In the case that the stack size is greater than `0xFFF`,
then just align the stack-size by `0x1000` to keep the bottom 12 bits
clear.
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Any progress on this possible?

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Wunkolo commented Nov 27, 2024

At this point this is pretty much ready for review and merging, but it depends on #2258 and xenia-project/FFmpeg#8 being merged and the submodules being updated in this repo and maybe some additional testing with more games. Though, this repo is somewhat inactive these days it seems. The last PR was merged several months ago.

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