mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-26 02:11:36 -04:00
739994cfcd
Runtime detects an uncovered overlay/kernel variant by sustained dirty-RAM interp pressure inside the capture windows (g_dirty_window_dispatches, sampled every 600 vblanks; fires only at a coherent non-loading moment via cdrom_load_in_progress, 60s cooldown, 16/session cap), writes the capture JSON, and spawns the game.toml-configured compile command ([runtime] overlay_autocompile_cmd, cmd.exe /C, cwd=project root, child output kept in an in-memory ring — no log files). On child exit 0 the emu thread rescans the cache (overlay_loader_rescan: idempotent dir re-scan + checked-regions reset) so the new DLL loads on the next dispatch and the variant goes native in-session. Dedup is tool-side (existing-CRC skip); pressure drops to zero once code is native, so the loop self-limits. New TCP: autocompile_status / autocompile_run / overlay_rescan. compile_dll now uses absolute native paths and reports exit codes. VERIFIED live (user-played route): 2 auto-triggers fired, captures written, child ran recompiler+audit (new variants 1E7DDE2C, A62D0A7C discovered and audit-clean), rescan picked the compiled DLL up in-session. OPEN ISSUE: gcc exits 1 with no output inside the spawned cmd.exe child (same absolute-path command succeeds from an interactive shell) — compile step currently completed manually; suspect child-env difference, to be isolated next session. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
256 lines
11 KiB
CMake
256 lines
11 KiB
CMake
# Shared psxrecomp runtime CMake helpers.
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#
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# Include this from either the framework runtime build or a sibling game
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# project. Call psxrecomp_add_runtime_target() after SDL2 detection has
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# populated SDL2_INCLUDE_DIRS and SDL2_LIBRARIES.
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if(NOT DEFINED PSXRECOMP_ROOT)
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get_filename_component(PSXRECOMP_ROOT "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE)
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endif()
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# PSX_DEBUG_TOOLS: TCP debug server + heartbeat + per-block recording.
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# Defaults ON for Debug/RelWithDebInfo, OFF for Release/MinSizeRel so
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# a plain cmake -DCMAKE_BUILD_TYPE=Release gives a lean production binary
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# with no TCP server and no debug console. Override explicitly with
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# -DPSX_DEBUG_TOOLS=ON/OFF to force either way regardless of build type.
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if(CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
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option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" OFF)
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else()
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option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" ON)
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endif()
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if(NOT SDL2_INCLUDE_DIRS OR NOT SDL2_LIBRARIES)
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if(MSVC)
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file(GLOB SDL2_MSVC_DIR "${PSXRECOMP_ROOT}/../sdl2-msvc/SDL2-*")
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if(SDL2_MSVC_DIR)
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set(SDL2_INCLUDE_DIRS "${SDL2_MSVC_DIR}/include")
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set(SDL2_LIBRARIES "${SDL2_MSVC_DIR}/lib/x64/SDL2.lib")
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message(STATUS "SDL2 MSVC: ${SDL2_MSVC_DIR}")
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else()
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message(FATAL_ERROR "SDL2 MSVC dev package not found")
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endif()
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else()
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get_filename_component(_psxrecomp_compiler_dir "${CMAKE_C_COMPILER}" DIRECTORY)
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find_program(_psxrecomp_pkg_config pkg-config
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HINTS "${_psxrecomp_compiler_dir}"
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NO_DEFAULT_PATH
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)
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if(_psxrecomp_pkg_config)
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set(PKG_CONFIG_EXECUTABLE "${_psxrecomp_pkg_config}" CACHE FILEPATH "pkg-config executable" FORCE)
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endif()
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find_package(PkgConfig REQUIRED)
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pkg_check_modules(SDL2 REQUIRED sdl2)
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endif()
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endif()
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# PSX_STATIC_RUNTIME: produce a 100% self-contained MinGW exe.
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#
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# A default MinGW build dynamically imports three NON-system DLLs —
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# SDL2.dll, libgcc_s_seh-1.dll, libstdc++-6.dll — which must be shipped
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# next to the exe. On a user's machine that side-by-side scheme breaks
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# when a different-architecture copy of one of those DLLs is found earlier
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# on the DLL search path (System32, another app on PATH), producing the
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# 0xc000007b STATUS_INVALID_IMAGE_FORMAT crash on launch.
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#
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# Linking those runtimes (and SDL2) statically removes every non-system
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# import, so the exe runs from any folder with zero bundled DLLs and the
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# 0xc000007b failure mode becomes structurally impossible. Default ON for
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# MinGW Release/MinSizeRel (the configs used to cut releases); override
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# with -DPSX_STATIC_RUNTIME=OFF to force dynamic linking.
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if(MINGW AND (CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel"))
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option(PSX_STATIC_RUNTIME "Statically link SDL2 + libgcc/libstdc++ for a self-contained exe" ON)
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else()
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option(PSX_STATIC_RUNTIME "Statically link SDL2 + libgcc/libstdc++ for a self-contained exe" OFF)
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endif()
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set(PSXRECOMP_RUNTIME_SOURCES
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${PSXRECOMP_ROOT}/runtime/src/main.cpp
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${PSXRECOMP_ROOT}/runtime/src/memory.c
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${PSXRECOMP_ROOT}/runtime/src/gpu.c
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${PSXRECOMP_ROOT}/runtime/src/gpu_sw_renderer.c
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${PSXRECOMP_ROOT}/runtime/src/dma.c
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${PSXRECOMP_ROOT}/runtime/src/mdec.c
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${PSXRECOMP_ROOT}/runtime/src/timers.c
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${PSXRECOMP_ROOT}/runtime/src/interrupts.c
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${PSXRECOMP_ROOT}/runtime/src/psx_fiber.c
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${PSXRECOMP_ROOT}/runtime/src/sio.c
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${PSXRECOMP_ROOT}/runtime/src/memcard.c
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${PSXRECOMP_ROOT}/runtime/src/debug_server.c
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${PSXRECOMP_ROOT}/runtime/src/dirty_ram_interp.c
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${PSXRECOMP_ROOT}/runtime/src/fntrace.c
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${PSXRECOMP_ROOT}/runtime/src/boot_state.c
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${PSXRECOMP_ROOT}/runtime/src/traps.c
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${PSXRECOMP_ROOT}/runtime/src/crash_trace.c
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${PSXRECOMP_ROOT}/runtime/src/freeze_heartbeat.c
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${PSXRECOMP_ROOT}/runtime/src/gte.cpp
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${PSXRECOMP_ROOT}/runtime/src/crc32.c
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${PSXRECOMP_ROOT}/runtime/src/cdrom.c
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${PSXRECOMP_ROOT}/runtime/src/spu.c
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${PSXRECOMP_ROOT}/runtime/src/iso_reader.cpp
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${PSXRECOMP_ROOT}/runtime/src/iso_reader_c.cpp
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${PSXRECOMP_ROOT}/runtime/src/psx_cycles.c
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${PSXRECOMP_ROOT}/runtime/src/starvation_ring.c
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${PSXRECOMP_ROOT}/runtime/src/card_read_summary.c
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${PSXRECOMP_ROOT}/runtime/src/card_data_writes.c
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${PSXRECOMP_ROOT}/runtime/src/overlay_capture.c
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${PSXRECOMP_ROOT}/runtime/src/overlay_loader.c
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${PSXRECOMP_ROOT}/runtime/src/autocompile.c
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${PSXRECOMP_ROOT}/runtime/src/event_ring.c
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${PSXRECOMP_ROOT}/recompiler/src/config_loader.cpp
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)
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set(PSXRECOMP_RUNTIME_INCLUDE_DIRS
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${PSXRECOMP_ROOT}/runtime/include
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${PSXRECOMP_ROOT}/recompiler/src
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${PSXRECOMP_ROOT}/recompiler/lib/fmt/include
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${PSXRECOMP_ROOT}/recompiler/lib/toml11
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)
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set(PSXRECOMP_BIOS_GENERATED
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${PSXRECOMP_ROOT}/generated/SCPH1001_full.c
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${PSXRECOMP_ROOT}/generated/SCPH1001_dispatch.c
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)
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function(psxrecomp_add_runtime_target target)
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set(options ORACLE)
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set(oneValueArgs
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GAME_GENERATED_FULL_C
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GAME_GENERATED_DISPATCH_C
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GAME_OVERLAY_STATIC_C
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DEBUG_PORT
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WINDOW_TITLE
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DEFAULT_BIOS_PATH
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DEFAULT_GAME_CONFIG_PATH
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)
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set(multiValueArgs EXTRAS_SOURCES)
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cmake_parse_arguments(PSXRT "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
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# DEBUG_PORT and WINDOW_TITLE were previously required cmake-time defaults.
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# game.toml's [runtime] block is now the source of truth at run time; the
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# cmake-time values only survive as fallback when --game is not passed.
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if(NOT PSXRT_DEBUG_PORT)
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set(PSXRT_DEBUG_PORT 4370)
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endif()
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if(NOT PSXRT_WINDOW_TITLE)
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set(PSXRT_WINDOW_TITLE "${target}")
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endif()
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if(NOT PSXRT_DEFAULT_BIOS_PATH)
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set(PSXRT_DEFAULT_BIOS_PATH "${PSXRECOMP_ROOT}/bios/SCPH1001.BIN")
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endif()
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if(NOT DEFINED PSXRT_DEFAULT_GAME_CONFIG_PATH)
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set(PSXRT_DEFAULT_GAME_CONFIG_PATH "")
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endif()
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set(generated_sources ${PSXRECOMP_BIOS_GENERATED})
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if(PSXRT_GAME_GENERATED_FULL_C)
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set_source_files_properties("${PSXRT_GAME_GENERATED_FULL_C}" PROPERTIES GENERATED TRUE)
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list(APPEND generated_sources "${PSXRT_GAME_GENERATED_FULL_C}")
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set(has_game_dispatch TRUE)
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endif()
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if(PSXRT_GAME_GENERATED_DISPATCH_C)
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set_source_files_properties("${PSXRT_GAME_GENERATED_DISPATCH_C}" PROPERTIES GENERATED TRUE)
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list(APPEND generated_sources "${PSXRT_GAME_GENERATED_DISPATCH_C}")
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set(has_game_dispatch TRUE)
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endif()
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# Layer B: statically-compiled overlay dispatch. Inert unless a game
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# provides a generated overlays_static.c — no target sets this yet.
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if(PSXRT_GAME_OVERLAY_STATIC_C AND EXISTS "${PSXRT_GAME_OVERLAY_STATIC_C}")
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set_source_files_properties("${PSXRT_GAME_OVERLAY_STATIC_C}" PROPERTIES GENERATED TRUE)
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list(APPEND generated_sources "${PSXRT_GAME_OVERLAY_STATIC_C}")
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set(has_overlay_dispatch TRUE)
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endif()
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if(PSXRT_ORACLE)
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set(mode_source ${PSXRECOMP_ROOT}/runtime/src/psx_interpreter.c)
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else()
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set(mode_source ${PSXRECOMP_ROOT}/runtime/src/stub_interpreter.c)
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endif()
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add_executable(${target}
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${PSXRECOMP_RUNTIME_SOURCES}
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${mode_source}
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${generated_sources}
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${PSXRT_EXTRAS_SOURCES}
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)
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target_include_directories(${target} PRIVATE
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${PSXRECOMP_RUNTIME_INCLUDE_DIRS}
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${SDL2_INCLUDE_DIRS}
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)
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# pkg-config reports SDL2_LIBRARIES as a bare name (e.g. "SDL2" -> -lSDL2);
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# add its library dirs so the linker finds it outside default paths
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# (e.g. Homebrew's /opt/homebrew/lib on macOS). Empty/harmless on MSVC.
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if(SDL2_LIBRARY_DIRS)
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target_link_directories(${target} PRIVATE ${SDL2_LIBRARY_DIRS})
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endif()
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# For a self-contained MinGW build, link SDL2 statically via pkg-config's
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# --static link line (libSDL2.a + the full Windows system-lib chain SDL2
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# needs: winmm, imm32, ole32, oleaut32, version, setupapi, dinput8, ...).
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# Otherwise link the SDL2 import lib (needs SDL2.dll at runtime).
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if(PSX_STATIC_RUNTIME AND SDL2_STATIC_LDFLAGS)
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target_link_libraries(${target} PRIVATE ${SDL2_STATIC_LDFLAGS})
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else()
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target_link_libraries(${target} PRIVATE ${SDL2_LIBRARIES})
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endif()
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target_compile_definitions(${target} PRIVATE
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DEFAULT_DEBUG_PORT=${PSXRT_DEBUG_PORT}
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PSX_DEFAULT_BIOS_PATH="${PSXRT_DEFAULT_BIOS_PATH}"
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PSX_DEFAULT_GAME_CONFIG_PATH="${PSXRT_DEFAULT_GAME_CONFIG_PATH}"
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PSX_WINDOW_TITLE="${PSXRT_WINDOW_TITLE}"
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FMT_HEADER_ONLY=1
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$<$<CXX_COMPILER_ID:MSVC>:SDL_MAIN_HANDLED>
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)
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if(PSXRT_ORACLE)
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target_compile_definitions(${target} PRIVATE PSX_ORACLE_BUILD=1)
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else()
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target_compile_definitions(${target} PRIVATE
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PSX_NATIVE_BUILD=1
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PSX_ENABLE_BLOCK_CYCLES=1
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)
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endif()
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if(has_game_dispatch)
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target_compile_definitions(${target} PRIVATE PSX_HAS_GAME_DISPATCH=1)
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endif()
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if(has_overlay_dispatch)
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target_compile_definitions(${target} PRIVATE PSX_HAS_OVERLAY_DISPATCH=1)
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endif()
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# PSX_DEBUG_TOOLS option declared at the top of runtime.cmake so it's
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# also visible to psx-beetle / non-runtime-helper targets.
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if(NOT PSX_DEBUG_TOOLS)
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target_compile_definitions(${target} PRIVATE PSX_NO_DEBUG_TOOLS=1)
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endif()
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if(WIN32 OR MINGW)
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target_link_libraries(${target} PRIVATE ws2_32 dbghelp comdlg32)
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endif()
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if(MINGW)
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target_link_options(${target} PRIVATE -Wl,--stack,67108864)
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# No console window in Release MinGW builds.
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target_link_options(${target} PRIVATE $<$<CONFIG:Release>:-mwindows>)
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if(PSX_STATIC_RUNTIME)
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# Fold the GCC / C++ / winpthread runtimes into the exe so it
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# imports only Windows system DLLs (no libgcc_s_seh-1.dll /
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# libstdc++-6.dll dependency). Pairs with the static SDL2 link
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# above to make the exe fully self-contained.
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target_link_options(${target} PRIVATE -static -static-libgcc -static-libstdc++)
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endif()
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elseif(MSVC)
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target_compile_options(${target} PRIVATE /GS- /guard:cf-)
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target_link_options(${target} PRIVATE /STACK:67108864,67108864 /GUARD:NO)
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# No console window in Release MSVC builds. /ENTRY keeps main() as
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# the entry point (not WinMain) while switching to the Windows subsystem.
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target_link_options(${target} PRIVATE
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$<$<CONFIG:Release>:/SUBSYSTEM:WINDOWS>
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$<$<CONFIG:Release>:/ENTRY:mainCRTStartup>)
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endif()
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endfunction()
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# Compatibility for early v4 game projects that used the longer helper name.
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function(psxrecomp_v4_add_runtime_target target)
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psxrecomp_add_runtime_target(${target} ${ARGN})
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endfunction()
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