4 Commits

Author SHA1 Message Date
rain 71fbb2130b bios module: map mod guest-function pair through the callback table (ABI 2)
The dispatch template emitted since mod-guest-functions landed declares
extern g_psx_mod_guest_functions / psx_mod_dispatch_guest_function in
every BIOS dispatcher, but the module name-mapping block and
PsxBiosModuleCallbacks never carried them, so a freshly built retail
backend (e.g. SCPH1001) failed RTLD_NOW with an undefined symbol —
both in the builder self-check and in the real dlopen. Add the two
mappings, table entries, glue dummy/forwarder, and host wiring; bump
the ABI so stale caches cannot load. Verified: SCPH-1001 module builds,
self-checks, and boots SLPS-00756 on Linux/gcc.
2026-10-13 10:34:34 -04:00
Shokunin 36bd80cefc Compile overlay shards for the runtime's architecture, not the host's
An x86_64 macOS runtime under Rosetta compiled every overlay shard for
arm64. The runtime's shell and the bundled Python inherit x86_64, so
compile_overlays.py named the cache macos-x64, but it ran the compiler
without -arch and Xcode's clang is an arm64-only binary that defaults to
arm64. The arm64 shards landed in the macos-x64 cache, the runtime could
not load any of them, and every overlay ran interpreted. The BIOS module
builder had the same compile line.

- overlay_loader.h now defines PSX_OVERLAY_ARCH_ABI (moved from
  overlay_loader.c), and autocompile.c exports it to every compile it
  spawns, next to PSX_OVERLAY_FLAVOR. It is the running slice of a
  universal binary.
- compile_overlays.py adopts it (env wins over the new --arch-abi), names
  the cache with it, and passes -arch on macOS. Without a pin it builds
  for its own interpreter, still with an explicit -arch.
- Shards are validated by loading them into the Python that built them,
  so a Python that cannot run as the runtime's architecture now refuses
  up front instead of writing shards nothing loads. The Python's
  architecture is its process's: platform.machine() on macOS and Linux,
  the interpreter's build (sysconfig.get_platform()) on Windows, where
  platform.machine() reports the machine. So an x64 Python emulated on
  Windows on ARM still builds the x64 runtime's shards.
- psx_bios_module.c passes --arch-abi to bios_module_build.py, which
  applies the same rules.
- Windows and Linux compile lines are unchanged, and so are their cache
  directories, except that the x64 build on Windows on ARM now uses the
  runtime's win-x64 instead of the machine's win-arm64.

overlay_compile_arch_test (CTest) pins the handoff, the flags, the refusal,
the Windows process architecture and the unchanged Windows/Linux commands;
with a real cc it builds a shard for each slice the Mac can run and loads
it in a process of that architecture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 00:31:51 -07:00
Alex Vanderveen 170370a440 launcher: prepare a retail BIOS from the wizard with progress, not at Play
A buildable dump used to verify as usable and then block at Play behind a
modal while the module compiled. Now:

- ae_bios_verify reports a buildable, not-yet-cached dump as needs_regen,
  and the runtime wires recomp-ui's new bios_prepare_with_progress job
  (ae_bios_prepare) whenever the toolchain is present and no Generate host
  is: the launcher runs the build as a progress job from the wizard's
  "Prepare BIOS" button or the Play prompt, re-verifies, and resumes the
  wizard. Generate & rebuild is never offered for a BIOS in a bundled build.
- psx_bios_module.c gains a progress sink fed from the builder's output
  lines (dump / emit / compile / self-check / published map to stage
  percentages with readable messages); run_command streams lines on both
  platforms.
- The launch-time build stays as the fallback for --bios / --no-launcher.

Requires recomp-ui 9f86c49 (GameInfo.bios_prepare_with_progress).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 20:10:57 -04:00
Alex Vanderveen 60919f5a87 bios: build a retail backend from the player's own dump as a loadable module
Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.

- runtime/include/psx_bios_module.h: the module contract. An overlay-style
  self-contained shared library (no imports from the executable) exporting
  psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
  through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
  dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
  the globals the generated dispatcher touches. Its #defines rewrite the
  emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
  four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
  <exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
  ABI + codegen-hash gated load, callback fill, and a blocking build via
  overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
  else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
  CMake-generated psx_bios_builtin_registry by a constructor, with
  psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
  build) before declaring a mismatch; discovery accepts a buildable dump;
  the launcher verify reports it usable ("ready" / "compiled on first
  launch") with no Generate & rebuild; the BIOS row shows whenever the
  toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
  overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
  SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
  self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
  bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
  (good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
  test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
  the descriptor back; guards extended.

Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 19:26:29 -04:00