# 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 "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE) endif() # Content-addressed compiler cache (ccache). git branch operations (checkout / # merge / new branch) rewrite working-tree file mtimes, which makes ninja treat # the ~279 MB generated-C objects as stale and recompile them (~15 min) even when # their content is byte-identical. ccache keys the object on the PREPROCESSED # SOURCE + compiler + flags (content, not mtime), so those recompiles collapse to # near-instant cache hits after any branch op. Completely no-op when ccache is not # on PATH, so builds still work without it. Set once, before any target is added. if(NOT DEFINED CMAKE_C_COMPILER_LAUNCHER) find_program(CCACHE_PROGRAM ccache) if(CCACHE_PROGRAM) set(CMAKE_C_COMPILER_LAUNCHER "${CCACHE_PROGRAM}" CACHE STRING "compiler launcher") set(CMAKE_CXX_COMPILER_LAUNCHER "${CCACHE_PROGRAM}" CACHE STRING "compiler launcher") message(STATUS "psxrecomp: ccache enabled (${CCACHE_PROGRAM}) — mtime-proof rebuilds") else() message(STATUS "psxrecomp: ccache not found; generated-C rebuilds after git " "branch ops will be slow. Install ccache on PATH to fix.") endif() 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/gpu_vk_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/parity_trace.c ${PSXRECOMP_ROOT}/runtime/src/device_trace.c ${PSXRECOMP_ROOT}/runtime/src/boot_state.c ${PSXRECOMP_ROOT}/runtime/src/bios_hle.c ${PSXRECOMP_ROOT}/runtime/src/savestate.c ${PSXRECOMP_ROOT}/runtime/src/cosim_state.c ${PSXRECOMP_ROOT}/runtime/src/cosim.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/psx_icache.c ${PSXRECOMP_ROOT}/runtime/src/starvation_ring.c ${PSXRECOMP_ROOT}/runtime/src/latency_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/overlay_compile_worker.c ${PSXRECOMP_ROOT}/runtime/src/overlay_sljit.c ${PSXRECOMP_ROOT}/runtime/src/overlay_backend.c ${PSXRECOMP_ROOT}/runtime/src/autocompile.c ${PSXRECOMP_ROOT}/runtime/src/code_provider.c ${PSXRECOMP_ROOT}/runtime/src/event_ring.c ${PSXRECOMP_ROOT}/runtime/src/game_options.c ${PSXRECOMP_ROOT}/recompiler/src/config_loader.cpp # Tier-2 in-process JIT backend (sljit, BSD-2-Clause). Single TU; sljit # auto-detects the host arch (SLJIT_CONFIG_AUTO). See lib/sljit/LICENSE. ${PSXRECOMP_ROOT}/lib/sljit/sljit_src/sljitLir.c ) set(PSXRECOMP_RUNTIME_INCLUDE_DIRS ${PSXRECOMP_ROOT}/runtime/include ${PSXRECOMP_ROOT}/recompiler/src ${PSXRECOMP_ROOT}/recompiler/lib/fmt/include ${PSXRECOMP_ROOT}/recompiler/lib/toml11 ${PSXRECOMP_ROOT}/lib/sljit/sljit_src ) set(PSXRECOMP_BIOS_GENERATED ${PSXRECOMP_ROOT}/generated/SCPH1001_full.c ${PSXRECOMP_ROOT}/generated/SCPH1001_dispatch.c ) # --- BIOS generated/ staleness check (hygiene) ----------------------------------- # generated/SCPH1001_*.c is gitignored build output produced by a SEPARATE build # (recompiler/ -> psxrecomp-bios). Editing the BIOS emitter without re-running # tools/regen_bios.sh leaves the runtime linking a stale BIOS that no longer matches # the emitter (this caused a 4439-vs-4406 drift). regen_bios.sh records an emitter # fingerprint in generated/SCPH1001.emitter.sha; recompute it here and WARN on a # mismatch so the staleness is impossible to miss. Non-fatal: a stale-but-consistent # BIOS still builds; opt out with -DPSXRECOMP_SKIP_BIOS_STALE_CHECK=ON. if(NOT PSXRECOMP_SKIP_BIOS_STALE_CHECK) find_program(_psxrt_bash NAMES bash) set(_psxrt_stamp "${PSXRECOMP_ROOT}/generated/SCPH1001.emitter.sha") if(_psxrt_bash AND EXISTS "${PSXRECOMP_ROOT}/tools/bios_emitter_fingerprint.sh") execute_process( COMMAND "${_psxrt_bash}" "${PSXRECOMP_ROOT}/tools/bios_emitter_fingerprint.sh" WORKING_DIRECTORY "${PSXRECOMP_ROOT}" OUTPUT_VARIABLE _psxrt_cur_fp OUTPUT_STRIP_TRAILING_WHITESPACE RESULT_VARIABLE _psxrt_fp_rc ERROR_QUIET) if(_psxrt_fp_rc EQUAL 0 AND _psxrt_cur_fp) set(_psxrt_saved_fp "") if(EXISTS "${_psxrt_stamp}") file(READ "${_psxrt_stamp}" _psxrt_saved_fp) string(STRIP "${_psxrt_saved_fp}" _psxrt_saved_fp) endif() if(NOT _psxrt_saved_fp STREQUAL _psxrt_cur_fp) message(WARNING "BIOS generated/ is STALE vs the recompiler emitter " "(fingerprint mismatch).\n" " Linking generated/SCPH1001_*.c that may not match the current " "emitter source.\n" " Fix: tools/regen_bios.sh (rebuilds psxrecomp-bios + " "regenerates the BIOS)\n" " (Suppress: -DPSXRECOMP_SKIP_BIOS_STALE_CHECK=ON)") endif() endif() endif() endif() function(psxrecomp_add_runtime_target target) set(options ORACLE COSIM) set(oneValueArgs GAME_GENERATED_FULL_C GAME_GENERATED_DISPATCH_C GAME_OVERLAY_STATIC_C DEBUG_PORT WINDOW_TITLE DEFAULT_BIOS_PATH DEFAULT_GAME_CONFIG_PATH EXE_NAME ) set(multiValueArgs EXTRAS_SOURCES) cmake_parse_arguments(PSXRT "${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} ) # Per-game process name (EXE_NAME "mmx6-runtime" -> mmx6-runtime.exe). # Every game repo shipping the default "psx-runtime.exe" means one game's # `taskkill /IM psx-runtime.exe` dev loop kills every other game's instance. # All copy/pack steps use $ generator expressions, so only # by-name references (docs, kill commands) need to know the per-game name. if(PSXRT_EXE_NAME) set_target_properties(${target} PROPERTIES OUTPUT_NAME "${PSXRT_EXE_NAME}") endif() # ---- overlay codegen hash (auto cache key) ----------------------------- # Hash the recompiler's codegen sources into runtime/include/overlay_codegen_hash.h # (gitignored) so the overlay cache path carries cg_: any emitter change # auto-invalidates the cache instead of silently reusing a stale-but-cgN DLL (the # v0.3.0 black-screen). The loader (via overlay_api.h) and compile_overlays.py both # read the same generated PSX_OVERLAY_CODEGEN_HASH, so they never drift. Defined # once (shared across psx-runtime/psx-beetle); idempotent write avoids rebuilds. set(_codegen_hash_hdr ${PSXRECOMP_ROOT}/runtime/include/overlay_codegen_hash.h) if(NOT TARGET psxrecomp_codegen_hash) # Canonical source list shared with recompiler/CMakeLists.txt (which bakes # the SAME hash into psxrecomp-game for the --codegen-hash staleness guard). set(PSXRECOMP_CODEGEN_HASH_ROOT ${PSXRECOMP_ROOT}) include(${PSXRECOMP_ROOT}/runtime/codegen_hash_sources.cmake) set(_codegen_srcs ${PSXRECOMP_CODEGEN_HASH_SRCS}) add_custom_command( OUTPUT ${_codegen_hash_hdr} COMMAND ${CMAKE_COMMAND} -DOUT=${_codegen_hash_hdr} "-DSRCS=${_codegen_srcs}" -P ${PSXRECOMP_ROOT}/runtime/hash_codegen.cmake DEPENDS ${_codegen_srcs} ${PSXRECOMP_ROOT}/runtime/hash_codegen.cmake COMMENT "Hashing recompiler codegen -> overlay_codegen_hash.h" VERBATIM) add_custom_target(psxrecomp_codegen_hash DEPENDS ${_codegen_hash_hdr}) endif() add_dependencies(${target} psxrecomp_codegen_hash) # Force the cg-tag CONSUMERS to recompile whenever overlay_codegen_hash.h # changes. overlay_api.h pulls that header via __has_include, which the # compiler depfile does NOT record when the header is absent at first compile — # so a later hash change left a STALE baked-in PSX_OVERLAY_CODEGEN_HASH in the # binary, making the LOADER read cg while autocompile WROTE cg (the # read≠write overlay lag/wedge class — the runtime silently ignored the freshly # compiled shards). An explicit OBJECT_DEPENDS makes the dependency # unconditional, so the runtime's cg tag can never drift from the headers / # autocompile again. (add_dependencies above only orders header generation; it # does not force object recompiles on content change.) set_source_files_properties( ${PSXRECOMP_ROOT}/runtime/src/overlay_loader.c ${PSXRECOMP_ROOT}/runtime/src/boot_state.c PROPERTIES OBJECT_DEPENDS ${_codegen_hash_hdr}) target_include_directories(${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 ${SDL2_LIBRARIES}) endif() # Build identity: stamp the psxrecomp commit into the binary so a crash report # can be correlated to an exact build (issue #1 user reports had no version). # Computed at configure time from the psxrecomp repo (this file's dir); empty # on failure (no git / not a repo) -> crash_trace.c falls back to "unknown". execute_process( COMMAND git -C "${CMAKE_CURRENT_FUNCTION_LIST_DIR}" describe --always --dirty --tags OUTPUT_VARIABLE PSX_GIT_REV OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET) if(NOT PSX_GIT_REV) set(PSX_GIT_REV "unknown") 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="${PSXRT_WINDOW_TITLE}" PSX_BUILD_REV="${PSX_GIT_REV}" 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(${target} PRIVATE PSX_NO_DEBUG_TOOLS=1) endif() # First-divergence co-sim oracle (COSIM_ORACLE.md): the clean, deterministic build. # PSX_COSIM activates the cosim engine/hooks; PSX_NO_DEBUG_TOOLS strips ALL the laggy # diagnostic tooling (the debug server thread, per-block recording, rings) so the run # is single-threaded + fast + deterministic. The two instances (this + a FORCE_INTERP # run) are driven in cycle-lockstep by tools/cosim.py. if(PSXRT_COSIM) target_compile_definitions(${target} PRIVATE PSX_COSIM=1 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(${target} PRIVATE OpenGL::GL) endif() endif() # ---- Vulkan backend (gpu_vk_renderer.c) -------------------------------- # Vulkan is loaded ENTIRELY dynamically via SDL_Vulkan_LoadLibrary + # vkGetInstanceProcAddr (mirroring how the GL backend loads modern GL through # SDL), so there is NO link-time dependency on vulkan-1: the self-contained # static exe is preserved and a machine without a Vulkan ICD still launches # (the backend reports init failure and the runtime falls back to software). # We need only the Vulkan HEADERS at compile time, plus glslc to build SPIR-V. # Both ship with the Vulkan SDK ($VULKAN_SDK) or a Vulkan-Headers package. # # Build-EXCLUDED by default (silent WIP): the real Vulkan path compiles only # with -DPSX_ENABLE_VULKAN=ON. When OFF, gpu_vk_renderer.c builds as the inert # stub and the exe behaves exactly as the GL/software build — no SDK/glslc # dependency, regardless of whether $VULKAN_SDK is present on the machine. option(PSX_ENABLE_VULKAN "Build the experimental Vulkan renderer backend (WIP)" OFF) if(PSX_ENABLE_VULKAN) set(_vk_inc "") if(DEFINED ENV{VULKAN_SDK}) if(EXISTS "$ENV{VULKAN_SDK}/Include/vulkan/vulkan.h") set(_vk_inc "$ENV{VULKAN_SDK}/Include") elseif(EXISTS "$ENV{VULKAN_SDK}/include/vulkan/vulkan.h") set(_vk_inc "$ENV{VULKAN_SDK}/include") endif() endif() if(NOT _vk_inc) find_path(_vk_inc vulkan/vulkan.h) endif() find_program(GLSLC_EXE NAMES glslc HINTS "$ENV{VULKAN_SDK}/Bin" "$ENV{VULKAN_SDK}/bin") if(_vk_inc AND GLSLC_EXE) message(STATUS "Vulkan backend: headers ${_vk_inc}, glslc ${GLSLC_EXE}") target_include_directories(${target} PRIVATE "${_vk_inc}") target_compile_definitions(${target} PRIVATE PSX_HAVE_VULKAN=1) # Compile every shader under runtime/shaders/ to SPIR-V (glslc) and embed # them into one generated header (vk_shaders_spv.h) of uint32_t arrays, so # gpu_vk_renderer.c creates shader modules with no runtime file deps. find_program(PSX_PYTHON NAMES python python3) set(_vk_shader_dir "${PSXRECOMP_ROOT}/runtime/shaders") file(GLOB _vk_shaders "${_vk_shader_dir}/*.vert" "${_vk_shader_dir}/*.frag" "${_vk_shader_dir}/*.comp") set(_vk_gen_dir "${CMAKE_CURRENT_BINARY_DIR}/${target}_vkgen") set(_vk_spv_hdr "${_vk_gen_dir}/vk_shaders_spv.h") add_custom_command( OUTPUT "${_vk_spv_hdr}" COMMAND ${CMAKE_COMMAND} -E make_directory "${_vk_gen_dir}" COMMAND "${PSX_PYTHON}" "${PSXRECOMP_ROOT}/tools/embed_spirv.py" --glslc "${GLSLC_EXE}" --out "${_vk_spv_hdr}" ${_vk_shaders} DEPENDS ${_vk_shaders} "${PSXRECOMP_ROOT}/tools/embed_spirv.py" COMMENT "Compiling + embedding Vulkan SPIR-V shaders" VERBATIM) add_custom_target(${target}_vk_shaders DEPENDS "${_vk_spv_hdr}") add_dependencies(${target} ${target}_vk_shaders) target_include_directories(${target} PRIVATE "${_vk_gen_dir}") else() message(STATUS "Vulkan backend: PSX_ENABLE_VULKAN=ON but SDK headers/glslc " "not found - gpu_vk_renderer.c builds as a software stub") endif() else() message(STATUS "Vulkan backend: disabled (PSX_ENABLE_VULKAN=OFF) - " "gpu_vk_renderer.c builds as an inert stub") endif() if(MINGW) target_link_options(${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()