# Shared psxrecomp runtime CMake helpers. # # Include this from either the framework runtime build or a sibling game # project. Call psxrecomp_add_runtime_target() after SDL2 detection has # populated SDL2_INCLUDE_DIRS and SDL2_LIBRARIES. if(NOT DEFINED PSXRECOMP_ROOT) get_filename_component(PSXRECOMP_ROOT "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE) endif() # PSX_DEBUG_TOOLS: TCP debug server + heartbeat + per-block recording. # Defaults ON for Debug/RelWithDebInfo, OFF for Release/MinSizeRel so # a plain cmake -DCMAKE_BUILD_TYPE=Release gives a lean production binary # with no TCP server and no debug console. Override explicitly with # -DPSX_DEBUG_TOOLS=ON/OFF to force either way regardless of build type. if(CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel") option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" OFF) else() option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" ON) endif() if(NOT SDL2_INCLUDE_DIRS OR NOT SDL2_LIBRARIES) if(MSVC) file(GLOB SDL2_MSVC_DIR "${PSXRECOMP_ROOT}/../sdl2-msvc/SDL2-*") if(SDL2_MSVC_DIR) set(SDL2_INCLUDE_DIRS "${SDL2_MSVC_DIR}/include") set(SDL2_LIBRARIES "${SDL2_MSVC_DIR}/lib/x64/SDL2.lib") message(STATUS "SDL2 MSVC: ${SDL2_MSVC_DIR}") else() message(FATAL_ERROR "SDL2 MSVC dev package not found") endif() else() get_filename_component(_psxrecomp_compiler_dir "${CMAKE_C_COMPILER}" DIRECTORY) find_program(_psxrecomp_pkg_config pkg-config HINTS "${_psxrecomp_compiler_dir}" NO_DEFAULT_PATH ) if(_psxrecomp_pkg_config) set(PKG_CONFIG_EXECUTABLE "${_psxrecomp_pkg_config}" CACHE FILEPATH "pkg-config executable" FORCE) endif() find_package(PkgConfig REQUIRED) pkg_check_modules(SDL2 REQUIRED sdl2) endif() endif() # PSX_STATIC_RUNTIME: produce a 100% self-contained MinGW exe. # # A default MinGW build dynamically imports three NON-system DLLs — # SDL2.dll, libgcc_s_seh-1.dll, libstdc++-6.dll — which must be shipped # next to the exe. On a user's machine that side-by-side scheme breaks # when a different-architecture copy of one of those DLLs is found earlier # on the DLL search path (System32, another app on PATH), producing the # 0xc000007b STATUS_INVALID_IMAGE_FORMAT crash on launch. # # Linking those runtimes (and SDL2) statically removes every non-system # import, so the exe runs from any folder with zero bundled DLLs and the # 0xc000007b failure mode becomes structurally impossible. Default ON for # MinGW Release/MinSizeRel (the configs used to cut releases); override # with -DPSX_STATIC_RUNTIME=OFF to force dynamic linking. if(MINGW AND (CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")) option(PSX_STATIC_RUNTIME "Statically link SDL2 + libgcc/libstdc++ for a self-contained exe" ON) else() option(PSX_STATIC_RUNTIME "Statically link SDL2 + libgcc/libstdc++ for a self-contained exe" OFF) endif() # PSX_LAUNCHER: build the integrated RmlUi launcher UI (settings/disc/memcard/ # controller front-end shown before the emulator boots). Needs the vendored # lib/RmlUi + lib/freetype submodules. ON by default; the oracle/beetle builds # never include it. Turn OFF for a launcher-less runtime (boots straight in). option(PSX_LAUNCHER "Build the integrated RmlUi launcher UI" ON) # Build the vendored RmlUi + FreeType once per CMake project (idempotent — the # rmlui_core target guards re-entry). Both are linked statically into the exe so # the self-contained-binary guarantee (PSX_STATIC_RUNTIME) still holds. function(psxrecomp_ensure_launcher_libs) if(TARGET rmlui_core) return() endif() if(NOT EXISTS "${PSXRECOMP_ROOT}/lib/RmlUi/CMakeLists.txt" OR NOT EXISTS "${PSXRECOMP_ROOT}/lib/freetype/CMakeLists.txt") message(FATAL_ERROR "PSX_LAUNCHER=ON but lib/RmlUi or lib/freetype is missing. " "Run: git submodule update --init --recursive") endif() # Static libs fold into the exe (keeps the self-contained binary intact). set(BUILD_SHARED_LIBS OFF) # FreeType — RmlUi's font engine. Disable every optional codec/dep so the # only thing we pull in is the core font rasteriser. set(FT_DISABLE_ZLIB TRUE CACHE BOOL "" FORCE) set(FT_DISABLE_BZIP2 TRUE CACHE BOOL "" FORCE) set(FT_DISABLE_PNG TRUE CACHE BOOL "" FORCE) set(FT_DISABLE_HARFBUZZ TRUE CACHE BOOL "" FORCE) set(FT_DISABLE_BROTLI TRUE CACHE BOOL "" FORCE) add_subdirectory("${PSXRECOMP_ROOT}/lib/freetype" "${CMAKE_BINARY_DIR}/_deps/freetype-build" EXCLUDE_FROM_ALL) # FreeType's add_subdirectory exports the target `freetype` but not the # namespaced alias (that's install-only). RmlUi's soft dependency check # looks for Freetype::Freetype, so create it here. if(NOT TARGET Freetype::Freetype) add_library(Freetype::Freetype ALIAS freetype) endif() # RmlUi — core only, FreeType font engine, no samples/tests/PCH. set(RMLUI_SAMPLES OFF CACHE BOOL "" FORCE) set(RMLUI_FONT_ENGINE "freetype" CACHE STRING "" FORCE) set(RMLUI_PRECOMPILED_HEADERS OFF CACHE BOOL "" FORCE) # The bundled robin_hood hash map fails its bitness detection under MinGW # GCC ("#error Unsupported bitness"); use std:: containers instead. set(RMLUI_THIRDPARTY_CONTAINERS OFF CACHE BOOL "" FORCE) add_subdirectory("${PSXRECOMP_ROOT}/lib/RmlUi" "${CMAKE_BINARY_DIR}/_deps/RmlUi-build" EXCLUDE_FROM_ALL) endfunction() set(PSXRECOMP_RUNTIME_SOURCES ${PSXRECOMP_ROOT}/runtime/src/main.cpp ${PSXRECOMP_ROOT}/runtime/src/memory.c ${PSXRECOMP_ROOT}/runtime/src/gpu.c ${PSXRECOMP_ROOT}/runtime/src/gpu_sw_renderer.c ${PSXRECOMP_ROOT}/runtime/src/gpu_render.c ${PSXRECOMP_ROOT}/runtime/src/gpu_gl_renderer.c ${PSXRECOMP_ROOT}/runtime/src/dma.c ${PSXRECOMP_ROOT}/runtime/src/mdec.c ${PSXRECOMP_ROOT}/runtime/src/timers.c ${PSXRECOMP_ROOT}/runtime/src/interrupts.c ${PSXRECOMP_ROOT}/runtime/src/frame_pacing.c ${PSXRECOMP_ROOT}/runtime/src/psx_fiber.c ${PSXRECOMP_ROOT}/runtime/src/sio.c ${PSXRECOMP_ROOT}/runtime/src/memcard.c ${PSXRECOMP_ROOT}/runtime/src/debug_server.c ${PSXRECOMP_ROOT}/runtime/src/dirty_ram_interp.c ${PSXRECOMP_ROOT}/runtime/src/fntrace.c ${PSXRECOMP_ROOT}/runtime/src/boot_state.c ${PSXRECOMP_ROOT}/runtime/src/traps.c ${PSXRECOMP_ROOT}/runtime/src/crash_trace.c ${PSXRECOMP_ROOT}/runtime/src/freeze_heartbeat.c ${PSXRECOMP_ROOT}/runtime/src/gte.cpp ${PSXRECOMP_ROOT}/runtime/src/crc32.c ${PSXRECOMP_ROOT}/runtime/src/disc_identity.cpp ${PSXRECOMP_ROOT}/runtime/src/cdrom.c ${PSXRECOMP_ROOT}/runtime/src/spu.c ${PSXRECOMP_ROOT}/runtime/src/spu_shadow.c ${PSXRECOMP_ROOT}/runtime/src/audio_shadow.c ${PSXRECOMP_ROOT}/runtime/src/color_lut.c ${PSXRECOMP_ROOT}/runtime/src/iso_reader.cpp ${PSXRECOMP_ROOT}/runtime/src/iso_reader_c.cpp ${PSXRECOMP_ROOT}/runtime/src/psx_cycles.c ${PSXRECOMP_ROOT}/runtime/src/starvation_ring.c ${PSXRECOMP_ROOT}/runtime/src/card_read_summary.c ${PSXRECOMP_ROOT}/runtime/src/card_data_writes.c ${PSXRECOMP_ROOT}/runtime/src/overlay_capture.c ${PSXRECOMP_ROOT}/runtime/src/overlay_loader.c ${PSXRECOMP_ROOT}/runtime/src/autocompile.c ${PSXRECOMP_ROOT}/runtime/src/event_ring.c ${PSXRECOMP_ROOT}/recompiler/src/config_loader.cpp ) set(PSXRECOMP_RUNTIME_INCLUDE_DIRS ${PSXRECOMP_ROOT}/runtime/include ${PSXRECOMP_ROOT}/recompiler/src ${PSXRECOMP_ROOT}/recompiler/lib/fmt/include ${PSXRECOMP_ROOT}/recompiler/lib/toml11 ) set(PSXRECOMP_BIOS_GENERATED ${PSXRECOMP_ROOT}/generated/SCPH1001_full.c ${PSXRECOMP_ROOT}/generated/SCPH1001_dispatch.c ) function(psxrecomp_add_runtime_target target) set(options ORACLE) set(oneValueArgs GAME_GENERATED_FULL_C GAME_GENERATED_DISPATCH_C GAME_OVERLAY_STATIC_C DEBUG_PORT WINDOW_TITLE DEFAULT_BIOS_PATH DEFAULT_GAME_CONFIG_PATH ) set(multiValueArgs EXTRAS_SOURCES) cmake_parse_arguments(PSXRT "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) # DEBUG_PORT and WINDOW_TITLE were previously required cmake-time defaults. # game.toml's [runtime] block is now the source of truth at run time; the # cmake-time values only survive as fallback when --game is not passed. if(NOT PSXRT_DEBUG_PORT) set(PSXRT_DEBUG_PORT 4370) endif() if(NOT PSXRT_WINDOW_TITLE) set(PSXRT_WINDOW_TITLE "${target}") endif() if(NOT PSXRT_DEFAULT_BIOS_PATH) set(PSXRT_DEFAULT_BIOS_PATH "${PSXRECOMP_ROOT}/bios/SCPH1001.BIN") endif() if(NOT DEFINED PSXRT_DEFAULT_GAME_CONFIG_PATH) set(PSXRT_DEFAULT_GAME_CONFIG_PATH "") endif() set(generated_sources ${PSXRECOMP_BIOS_GENERATED}) if(PSXRT_GAME_GENERATED_FULL_C) set_source_files_properties("${PSXRT_GAME_GENERATED_FULL_C}" PROPERTIES GENERATED TRUE) list(APPEND generated_sources "${PSXRT_GAME_GENERATED_FULL_C}") set(has_game_dispatch TRUE) endif() if(PSXRT_GAME_GENERATED_DISPATCH_C) set_source_files_properties("${PSXRT_GAME_GENERATED_DISPATCH_C}" PROPERTIES GENERATED TRUE) list(APPEND generated_sources "${PSXRT_GAME_GENERATED_DISPATCH_C}") set(has_game_dispatch TRUE) endif() # Layer B: statically-compiled overlay dispatch. Inert unless a game # provides a generated overlays_static.c — no target sets this yet. if(PSXRT_GAME_OVERLAY_STATIC_C AND EXISTS "${PSXRT_GAME_OVERLAY_STATIC_C}") set_source_files_properties("${PSXRT_GAME_OVERLAY_STATIC_C}" PROPERTIES GENERATED TRUE) list(APPEND generated_sources "${PSXRT_GAME_OVERLAY_STATIC_C}") set(has_overlay_dispatch TRUE) endif() if(PSXRT_ORACLE) set(mode_source ${PSXRECOMP_ROOT}/runtime/src/psx_interpreter.c) else() set(mode_source ${PSXRECOMP_ROOT}/runtime/src/stub_interpreter.c) endif() add_executable(${target} ${PSXRECOMP_RUNTIME_SOURCES} ${mode_source} ${generated_sources} ${PSXRT_EXTRAS_SOURCES} ) target_include_directories(${target} PRIVATE ${PSXRECOMP_RUNTIME_INCLUDE_DIRS} ${SDL2_INCLUDE_DIRS} ) # pkg-config reports SDL2_LIBRARIES as a bare name (e.g. "SDL2" -> -lSDL2); # add its library dirs so the linker finds it outside default paths # (e.g. Homebrew's /opt/homebrew/lib on macOS). Empty/harmless on MSVC. if(SDL2_LIBRARY_DIRS) target_link_directories(${target} PRIVATE ${SDL2_LIBRARY_DIRS}) endif() # For a self-contained MinGW build, link SDL2 statically via pkg-config's # --static link line (libSDL2.a + the full Windows system-lib chain SDL2 # needs: winmm, imm32, ole32, oleaut32, version, setupapi, dinput8, ...). # Otherwise link the SDL2 import lib (needs SDL2.dll at runtime). if(PSX_STATIC_RUNTIME AND SDL2_STATIC_LDFLAGS) target_link_libraries(${target} PRIVATE ${SDL2_STATIC_LDFLAGS}) else() target_link_libraries(${target} PRIVATE ${SDL2_LIBRARIES}) endif() target_compile_definitions(${target} PRIVATE DEFAULT_DEBUG_PORT=${PSXRT_DEBUG_PORT} PSX_DEFAULT_BIOS_PATH="${PSXRT_DEFAULT_BIOS_PATH}" PSX_DEFAULT_GAME_CONFIG_PATH="${PSXRT_DEFAULT_GAME_CONFIG_PATH}" PSX_WINDOW_TITLE="${PSXRT_WINDOW_TITLE}" FMT_HEADER_ONLY=1 $<$:SDL_MAIN_HANDLED> ) if(PSXRT_ORACLE) target_compile_definitions(${target} PRIVATE PSX_ORACLE_BUILD=1) else() target_compile_definitions(${target} PRIVATE PSX_NATIVE_BUILD=1 PSX_ENABLE_BLOCK_CYCLES=1 ) endif() if(has_game_dispatch) target_compile_definitions(${target} PRIVATE PSX_HAS_GAME_DISPATCH=1) endif() if(has_overlay_dispatch) target_compile_definitions(${target} PRIVATE PSX_HAS_OVERLAY_DISPATCH=1) endif() # PSX_DEBUG_TOOLS option declared at the top of runtime.cmake so it's # also visible to psx-beetle / non-runtime-helper targets. if(NOT PSX_DEBUG_TOOLS) target_compile_definitions(${target} PRIVATE PSX_NO_DEBUG_TOOLS=1) endif() # Integrated RmlUi launcher (not in the oracle build — that's headless). if(PSX_LAUNCHER AND NOT PSXRT_ORACLE) psxrecomp_ensure_launcher_libs() target_sources(${target} PRIVATE ${PSXRECOMP_ROOT}/runtime/launcher/launcher.cpp ${PSXRECOMP_ROOT}/runtime/launcher/stb_image_impl.cpp ${PSXRECOMP_ROOT}/lib/RmlUi/Backends/RmlUi_Platform_SDL.cpp ${PSXRECOMP_ROOT}/lib/RmlUi/Backends/RmlUi_Renderer_GL3.cpp ) # The vendored GL3 backend uses std::all_of without including # ; force-include it rather than patching the pinned # submodule. (GCC/Clang only; MSVC pulls it in transitively.) if(NOT MSVC) set_source_files_properties( ${PSXRECOMP_ROOT}/lib/RmlUi/Backends/RmlUi_Renderer_GL3.cpp PROPERTIES COMPILE_OPTIONS "-include;algorithm") endif() target_include_directories(${target} PRIVATE ${PSXRECOMP_ROOT}/lib/RmlUi/Include ${PSXRECOMP_ROOT}/lib/RmlUi/Backends ${PSXRECOMP_ROOT}/runtime/launcher ) target_link_libraries(${target} PRIVATE RmlUi::Core) target_compile_definitions(${target} PRIVATE PSX_LAUNCHER=1) # Ship the launcher assets (RML/RCSS/fonts) next to the exe. add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory "${PSXRECOMP_ROOT}/runtime/launcher/assets" "$" COMMENT "Copying launcher assets next to ${target}") endif() if(WIN32 OR MINGW) # opengl32: GL backend (gpu_gl_renderer.c). GL 1.x is exported directly # by opengl32; Phase 2b will load modern GL via SDL_GL_GetProcAddress. target_link_libraries(${target} PRIVATE ws2_32 dbghelp comdlg32 opengl32) else() find_package(OpenGL) if(OpenGL_FOUND) target_link_libraries(${target} PRIVATE OpenGL::GL) endif() endif() if(MINGW) target_link_options(${target} PRIVATE -Wl,--stack,67108864) # No console window in Release MinGW builds. target_link_options(${target} PRIVATE $<$:-mwindows>) if(PSX_STATIC_RUNTIME) # Fold the GCC / C++ / winpthread runtimes into the exe so it # imports only Windows system DLLs (no libgcc_s_seh-1.dll / # libstdc++-6.dll dependency). Pairs with the static SDL2 link # above to make the exe fully self-contained. target_link_options(${target} PRIVATE -static -static-libgcc -static-libstdc++) endif() elseif(MSVC) target_compile_options(${target} PRIVATE /GS- /guard:cf-) target_link_options(${target} PRIVATE /STACK:67108864,67108864 /GUARD:NO) # No console window in Release MSVC builds. /ENTRY keeps main() as # the entry point (not WinMain) while switching to the Windows subsystem. target_link_options(${target} PRIVATE $<$:/SUBSYSTEM:WINDOWS> $<$:/ENTRY:mainCRTStartup>) endif() endfunction() # Compatibility for early v4 game projects that used the longer helper name. function(psxrecomp_v4_add_runtime_target target) psxrecomp_add_runtime_target(${target} ${ARGN}) endfunction()