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layout: post | ||
title: FEX 2407 Tagged ... with AVX! | ||
author: FEX-Emu Maintainers | ||
--- | ||
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I hope you're ready to game, because your Arm system just got support for AVX. | ||
And AVX2. And FMA3. And F16C. And BMI1. And BMI2. And VAES. And VPCLMULQDQ. | ||
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Yeah, we've been busy. | ||
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We did a little team-building exercise this month: "bring up AVX on 128-bit | ||
hardware in a week". Now our team is built, and AVX games run on FEX: | ||
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<a href="{{site.baseurl}}/images/posts/2407-06-28/Forspoken.png"><img title="Forspoken running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/Forspoken.avif"/></a> | ||
<a href="{{site.baseurl}}/images/posts/2407-06-28/MetroExodus.png"><img title="Metro Exodus running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/MetroExodus.avif"/></a> | ||
<a href="{{site.baseurl}}/images/posts/2407-06-28/DeathStranding.png"><img title="Death Stranding running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/DeathStranding.avif"/></a> | ||
<a href="{{site.baseurl}}/images/posts/2407-06-28/Helldiver.png"><img title="Helldiver running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/Helldiver.avif"/></a> | ||
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## AVX on 128-bit Arm | ||
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Computers traditionally perform one operation at a time. The hardware decodes | ||
an instruction, evaluates the operation on a single pair of numbers, and | ||
repeats for the next instruction. In mathematical terms, the instructions | ||
operate on scalars. | ||
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That design leaves performance on the table. | ||
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Many programs repeat one operation many times with different data. Modern | ||
instruction sets exploit that repetition. A single "vector" instruction can | ||
operate on multiple pieces of data at once. Programs will perform the same | ||
amount of arithmetic overall, but there are fewer instructions to decode and | ||
the arithmetic is more predictable. That enables more efficient hardware. | ||
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A "scalar" instruction adds a pair of numbers; a "vector" instruction adds | ||
multiple pairs. How many pairs? That is, what length is the vector? | ||
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That's a design trade-off. Increasing the vector length decreases the number of | ||
instructions we need to execute while increasing the hardware cost. | ||
Supporting large vectors efficiently requires a large register file and many | ||
arithmetic logic units. Besides, there are diminishing returns past a certain | ||
vector length. | ||
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There is no-one-size-fits-all vector length. Different instruction sets make | ||
different choices. In x86, the SSE instruction set uses 128-bit vectors, while | ||
AVX and AVX-512 instructions support 256-bit and 512-bit respectively. For Arm, | ||
the traditional ASIMD (NEON) instructions use 128-bit vectors. Depending on the | ||
specific Arm hardware implementation, the flexible new SVE instructions can use | ||
either 128-bit or 256-bit. | ||
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For performance, we try to translate each x86 instruction to an equivalent arm64 | ||
instruction. There's no perfect 1:1 correspondence, but we can get close. For | ||
vector instructions, we translate 128-bit SSE instructions into equivalent | ||
128-bit ASIMD instructions. | ||
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In theory, we can do the same for AVX, mapping 256-bit AVX instructions to | ||
256-bit SVE instructions. [Mai](https://github.com/lioncash) implemented that last year, speculating that their | ||
work would enable AVX on future 256-bit SVE hardware. | ||
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... | ||
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That hardware never came. Some recent hardware supports SVE but only 128-bit. | ||
Others don't have that, supporting only ASIMD. We had a shiny AVX-256 | ||
implementation with no 256-bit hardware to use it with. | ||
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Our position remains that efficient AVX emulation requires 256-bit SVE. Unfortunately, | ||
many games today have a hard requirement on AVX. We want to let you play | ||
those games on your Arm devices, so we need to plug our noses and implement | ||
256-bit AVX on 128-bit hardware. | ||
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The idea is simple; the implementation is not. To translate a 256-bit | ||
instruction, we decompose it into two 128-bit instructions operating on each | ||
half of the 256-bit vector. In effect, we partially "undo" the vectorization. | ||
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This plan has a gaping hole: the register file. Arm has more general purpose | ||
registers than x86, so we statically assign each x86 register to an Arm | ||
register. If we didn't, accessing certain x86 registers would require slow | ||
memory accesses. All efficient x86-on-Arm emulators therefore statically map | ||
registers. | ||
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This scheme unfortunately fails with AVX emulation. Our Arm hardware has 128-bit | ||
vectors, but we're emulating 256-bit AVX vectors. We would need twice as many Arm | ||
vector registers as x86 vector registers, and we don't have enough. | ||
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Still, running AVX games suboptimally is better than not running at all. Yes, | ||
we're out of registers -- we'll just have to keep some in memory. The assembly | ||
isn't pretty, but it works well enough. | ||
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Building on Mai's SVE-256 implementation of AVX, [Ryan](https://github.com/Sonicadvance1) whipped together a | ||
version supporting both SVE-128 and ASIMD. That means it should work on | ||
all arm64 devices, all the way back to ARMv8.0. | ||
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## F16C, FMA, and more | ||
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AVX isn't the only x86 extension new games require. After beating AVX, x86 has a | ||
post-AVX questline for emulator developers, with extensions like F16C. | ||
Fortunately, nothing could scare Ryan and Mai after AVX, and they tackled the | ||
new extensions without a hitch. | ||
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## Speeding up translation | ||
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Dynamically assigning AVX registers means we can't translate instructions | ||
directly and expect good results. While we don't need a full optimizing | ||
compiler, we do need enough intelligence for basic inter-instruction | ||
optimizations. FEX has had some optimizations since day one, but the priority | ||
has always been on bringing up new games. There's been even less focus on the | ||
*translation* time -- not how fast the generated arm64 code executes but how | ||
fast we can generate the arm64 code. Translation overhead contributes to slow | ||
loading screens and in-game stutter, so while it flies under the issue radar, | ||
it does matter. So, [Alyssa](https://github.com/alyssarosenzweig) optimized the | ||
FEX optimizer this month by merging compiler passes. That both simplifies the | ||
code and speeds up translation. Since the start of June, we've reduced | ||
translation time **10%**... and more optimization is coming. | ||
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Happy gaming :-) | ||
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<a href="{{site.baseurl}}/images/posts/2407-06-28/MonsterHunter.png"><img title="Monster Hunter running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/MonsterHunter.avif"/></a> | ||
<a href="{{site.baseurl}}/images/posts/2407-06-28/Crysis3.png"><img title="Crysis 3 running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/Crysis3.avif"/></a> | ||
<a href="{{site.baseurl}}/images/posts/2407-06-28/HellbladeII.png"><img title="Hellblade II running on FEX" width="100%" src="{{site.baseurl}}/images/posts/2407-06-28/HellbladeII.avif"/></a> |
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