Files
psxrecomp/runtime/runtime.cmake
T
2026-07-20 00:00:22 -07:00

644 lines
32 KiB
CMake

# 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 "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE)
endif()
# Default to an optimized build. The recompiled game is a huge (~270 MB) block of
# generated C; with no CMAKE_BUILD_TYPE the compiler emits it at -O0 and the game
# runs at a small fraction of full speed (terrible framerate). A naive
# `cmake -B build` (as in the README) must NOT produce that, so default to
# Release when the user hasn't chosen a type. Single-config generators only;
# multi-config (VS/Xcode) pick per-build. Overridable with -DCMAKE_BUILD_TYPE=...
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING
"Build type (Release/RelWithDebInfo/Debug)" FORCE)
message(STATUS "psxrecomp: no CMAKE_BUILD_TYPE set — defaulting to Release "
"(optimized). Use -DCMAKE_BUILD_TYPE=RelWithDebInfo/Debug to override.")
endif()
# Content-addressed compiler cache (ccache). git branch operations (checkout /
# merge / new branch) rewrite working-tree file mtimes, which makes ninja treat
# the ~279 MB generated-C objects as stale and recompile them (~15 min) even when
# their content is byte-identical. ccache keys the object on the PREPROCESSED
# SOURCE + compiler + flags (content, not mtime), so those recompiles collapse to
# near-instant cache hits after any branch op. Completely no-op when ccache is not
# on PATH, so builds still work without it. Set once, before any target is added.
if(NOT DEFINED CMAKE_C_COMPILER_LAUNCHER)
find_program(CCACHE_PROGRAM ccache)
if(CCACHE_PROGRAM)
set(CMAKE_C_COMPILER_LAUNCHER "${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/game_dispatch_compat.c
${PSXRECOMP_ROOT}/runtime/src/fntrace.c
${PSXRECOMP_ROOT}/runtime/src/text_xlate.cpp
${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/audio_trace.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/data_shards.c
${PSXRECOMP_ROOT}/runtime/src/load_accel.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_posix.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}/runtime/src/psx_keybinds.c
${PSXRECOMP_ROOT}/recompiler/src/config_loader.cpp
${PSXRECOMP_ROOT}/recompiler/src/ps1_exe_parser.cpp
# (sljit Tier-2 in-process JIT backend removed 2026-07-15 — was disabled by
# default since 2026-06-25; gaps fall to the interpreter, gcc/tcc unaffected.)
)
set(PSXRECOMP_RUNTIME_INCLUDE_DIRS
${PSXRECOMP_ROOT}/runtime/include
${PSXRECOMP_ROOT}/recompiler/src
${PSXRECOMP_ROOT}/recompiler/include
${PSXRECOMP_ROOT}/recompiler/lib/fmt/include
${PSXRECOMP_ROOT}/recompiler/lib/toml11
)
set(PSXRECOMP_BIOS_GENERATED
${PSXRECOMP_ROOT}/generated/SCPH1001_full.c
${PSXRECOMP_ROOT}/generated/SCPH1001_dispatch.c
)
# --- BIOS generated/ staleness check (hygiene) -----------------------------------
# generated/SCPH1001_*.c is gitignored build output produced by a SEPARATE build
# (recompiler/ -> psxrecomp-bios). Editing the BIOS emitter without re-running
# tools/regen_bios.sh leaves the runtime linking a stale BIOS that no longer matches
# the emitter (this caused a 4439-vs-4406 drift). regen_bios.sh records an emitter
# fingerprint in generated/SCPH1001.emitter.sha; recompute it here and WARN on a
# mismatch so the staleness is impossible to miss. Non-fatal: a stale-but-consistent
# BIOS still builds; opt out with -DPSXRECOMP_SKIP_BIOS_STALE_CHECK=ON.
if(NOT PSXRECOMP_SKIP_BIOS_STALE_CHECK)
find_program(_psxrt_bash NAMES bash)
set(_psxrt_stamp "${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 "${_psxrt_saved_fp}" _psxrt_saved_fp)
endif()
if(NOT _psxrt_saved_fp STREQUAL _psxrt_cur_fp)
message(WARNING
"BIOS generated/ is STALE vs the recompiler emitter "
"(fingerprint mismatch).\n"
" Linking generated/SCPH1001_*.c that may not match the current "
"emitter source.\n"
" Fix: tools/regen_bios.sh (rebuilds psxrecomp-bios + "
"regenerates the BIOS)\n"
" (Suppress: -DPSXRECOMP_SKIP_BIOS_STALE_CHECK=ON)")
endif()
endif()
endif()
endif()
function(psxrecomp_add_runtime_target target)
set(options ORACLE COSIM)
set(oneValueArgs
GAME_GENERATED_DISPATCH_C
GAME_OVERLAY_STATIC_C
BIOS_GENERATED_FULL_C
BIOS_GENERATED_DISPATCH_C
DEBUG_PORT
WINDOW_TITLE
DEFAULT_BIOS_PATH
DEFAULT_GAME_CONFIG_PATH
EXE_NAME
)
# GAME_GENERATED_FULL_C is a list (not a single value): the split-TU build
# writes the recompiled game as N full_NN.c shards instead of one
# monolithic full.c, so this argument may carry 1..N paths. A single path
# is just a one-element list, so games still passing one file are
# unaffected.
set(multiValueArgs EXTRAS_SOURCES GAME_GENERATED_FULL_C)
cmake_parse_arguments(PSXRT "${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()
# The baked default BIOS path must never be absolute: an absolute path is a
# build-machine path, and a promoted/release exe carrying it will silently
# load the BUILDER'S BIOS wherever that path exists (i.e. on the dev box) —
# so the "prompts for a BIOS on a clean install" flow is never exercised
# where releases are validated. Dev checkouts still resolve the relative
# default without prompting via the exe-dir upward search, which also tries
# <ancestor>/psxrecomp-v4/<relative> for game-project layouts.
if(NOT PSXRT_DEFAULT_BIOS_PATH)
set(PSXRT_DEFAULT_BIOS_PATH "bios/SCPH1001.BIN")
elseif(IS_ABSOLUTE "${PSXRT_DEFAULT_BIOS_PATH}")
message(WARNING
"DEFAULT_BIOS_PATH '${PSXRT_DEFAULT_BIOS_PATH}' is absolute; refusing to "
"bake a build-machine path into the binary (release exes must prompt on "
"user machines). Using relative 'bios/SCPH1001.BIN' instead — drop the "
"DEFAULT_BIOS_PATH argument from this game's CMakeLists.")
set(PSXRT_DEFAULT_BIOS_PATH "bios/SCPH1001.BIN")
endif()
if(NOT DEFINED PSXRT_DEFAULT_GAME_CONFIG_PATH)
set(PSXRT_DEFAULT_GAME_CONFIG_PATH "")
endif()
if(PSXRT_BIOS_GENERATED_FULL_C AND PSXRT_BIOS_GENERATED_DISPATCH_C)
set(generated_sources
"${PSXRT_BIOS_GENERATED_FULL_C}"
"${PSXRT_BIOS_GENERATED_DISPATCH_C}")
set_source_files_properties(${generated_sources} PROPERTIES GENERATED TRUE)
else()
set(generated_sources ${PSXRECOMP_BIOS_GENERATED})
endif()
if(PSXRT_GAME_GENERATED_FULL_C)
foreach(_full_src IN LISTS PSXRT_GAME_GENERATED_FULL_C)
set_source_files_properties("${_full_src}" PROPERTIES GENERATED TRUE)
list(APPEND generated_sources "${_full_src}")
endforeach()
set(has_game_dispatch TRUE)
endif()
if(PSXRT_GAME_GENERATED_DISPATCH_C)
set_source_files_properties("${PSXRT_GAME_GENERATED_DISPATCH_C}" PROPERTIES GENERATED TRUE)
list(APPEND generated_sources "${PSXRT_GAME_GENERATED_DISPATCH_C}")
set(has_game_dispatch TRUE)
if(EXISTS "${PSXRT_GAME_GENERATED_DISPATCH_C}")
file(STRINGS "${PSXRT_GAME_GENERATED_DISPATCH_C}"
game_dispatch_native_ok_decl
REGEX "int[ \t]+psx_game_text_native_ok\\("
LIMIT_COUNT 1)
if(game_dispatch_native_ok_decl)
set(has_game_dispatch_native_ok TRUE)
endif()
endif()
endif()
# Layer B: statically-compiled overlay dispatch. Inert unless a game
# provides a generated overlays_static.c — no target sets this yet.
if(PSXRT_GAME_OVERLAY_STATIC_C AND EXISTS "${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}
)
# Game-specific executable name. Every title instantiates this function with
# the same CMake target name ("psx-runtime"), so without this they ALL produce
# an identical "psx-runtime.exe" — launching or killing one title's process by
# name then hits another title's running instance (e.g. an X5 dev run killing a
# concurrent Tomba 2 run in a sibling worktree). An explicit EXE_NAME wins;
# otherwise derive a unique, filename-safe OUTPUT_NAME from the window title
# (which is already per-game) so each title's binary is distinct
# (MegaManX5Recomp.exe, Tomba2Recomp.exe, ...). The CMake target name stays
# "psx-runtime", so $<TARGET_FILE...> references and the POST_BUILD asset
# copies below are unaffected. Oracle builds get an _oracle suffix so a game
# and its Beetle oracle don't collide either.
if(PSXRT_EXE_NAME)
set(_psxrt_exe_name "${PSXRT_EXE_NAME}")
else()
string(MAKE_C_IDENTIFIER "${PSXRT_WINDOW_TITLE}" _psxrt_exe_name)
endif()
if(PSXRT_ORACLE)
set(_psxrt_exe_name "${_psxrt_exe_name}_oracle")
endif()
set_target_properties(${target} PROPERTIES OUTPUT_NAME "${_psxrt_exe_name}")
# ---- 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<N>_<hash>: 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<old> while autocompile WROTE cg<new> (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
$<$<CXX_COMPILER_ID:MSVC>: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_game_dispatch_native_ok)
# Only the compatibility translation unit needs to know whether the
# generated dispatcher supplies the modern exact-range predicate.
# Keeping this off the target-wide definitions avoids recompiling the
# entire runtime when an existing game regenerates its dispatcher.
set_property(SOURCE
${PSXRECOMP_ROOT}/runtime/src/game_dispatch_compat.c
APPEND PROPERTY COMPILE_DEFINITIONS
PSX_GAME_DISPATCH_HAS_NATIVE_OK=1)
endif()
if(has_overlay_dispatch)
target_compile_definitions(${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
# <algorithm>; 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"
"$<TARGET_FILE_DIR:${target}>"
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()
if(CMAKE_DL_LIBS)
target_link_libraries(${target} PRIVATE ${CMAKE_DL_LIBS})
endif()
find_package(OpenGL)
if(OpenGL_FOUND)
target_link_libraries(${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 $<$<CONFIG:Release>:-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
$<$<CONFIG:Release>:/SUBSYSTEM:WINDOWS>
$<$<CONFIG:Release>:/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()