mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-28 19:07:47 -04:00
b9716154f0
The recompiler and runtime now build and run natively on macOS (Apple
Silicon & Intel) and Linux, alongside Windows. The recompiled BIOS boots to
the PlayStation logo, and Tomba boots into gameplay with working memory-card
save/load — the previously Windows-only path.
Core change — the BIOS thread scheduler:
- runtime/src/psx_fiber.{h,c} (new): one cooperative-fiber API, backed by
Win32 Fibers on Windows and ucontext (makecontext/swapcontext) on POSIX,
with a GetCurrentFiber analog (psx_fiber_current).
- traps.c: the BIOS thread switcher now uses psx_fiber_* on every platform.
The old non-Windows setjmp/longjmp fallback is removed — it ran target
threads nested on the caller's C stack and so couldn't resume an arbitrary
suspended thread, which hung the BIOS CD-boot WaitEvent handoff. Real
per-thread stacks (fibers/ucontext) fix it.
- interrupts.c: the exception-deferral path (g_exception_owner_fiber,
deferred_exception_longjmp) is now fiber-based on all platforms via the
same abstraction, instead of #ifdef _WIN32.
Cross-platform build fixes:
- recompiler/CMakeLists.txt: vendored fmt 9.1.0 force-enables consteval on
Apple clang (the __cpp_consteval clause overrides its own Apple exclusion),
which clang 21 then rejects; force FMT_CONSTEVAL empty on non-MSVC.
- runtime.cmake: add psx_fiber.c; add pkg-config's SDL2_LIBRARY_DIRS so
-lSDL2 resolves outside default paths (Homebrew /opt/homebrew/lib).
- crash_trace.c: include <stdarg.h> (not pulled in transitively off Windows).
- main.cpp: the forced "opengl" render-driver hint (a Windows-GDI-freeze
workaround) is now Windows-only so macOS uses Metal; create the renderer
with PRESENTVSYNC; SDL_RenderSetLogicalSize(640,480) so fullscreen
letterboxes; add an F11 / Alt+Enter / Cmd+F fullscreen toggle.
Verified: SCPH1001 BIOS boots to the Sony logo on Apple Silicon, and Tomba!
(SCUS-94236) boots into gameplay with memory-card saves persisting across
relaunches. Gamepad (SDL_GameController) was already cross-platform.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
190 lines
7.3 KiB
CMake
190 lines
7.3 KiB
CMake
# Shared psxrecomp-v4 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_v4_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_V4_ROOT)
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get_filename_component(PSXRECOMP_V4_ROOT "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE)
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endif()
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# Production build flag: -DPSX_DEBUG_TOOLS=OFF disables the TCP debug
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# server, the freeze heartbeat thread, and the hot-path log functions
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# (call_entry / sio_write / probe / restore_event / thread_event) that
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# the recompiled C invokes on every block. Use to test whether the
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# debug infrastructure itself contributes to freezes, or to ship a
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# lean production binary. Visible to all targets including psx-beetle.
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option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" ON)
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if(NOT SDL2_INCLUDE_DIRS OR NOT SDL2_LIBRARIES)
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if(MSVC)
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file(GLOB SDL2_MSVC_DIR "${PSXRECOMP_V4_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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set(PSXRECOMP_V4_RUNTIME_SOURCES
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${PSXRECOMP_V4_ROOT}/runtime/src/main.cpp
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${PSXRECOMP_V4_ROOT}/runtime/src/memory.c
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${PSXRECOMP_V4_ROOT}/runtime/src/gpu.c
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${PSXRECOMP_V4_ROOT}/runtime/src/gpu_sw_renderer.c
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${PSXRECOMP_V4_ROOT}/runtime/src/dma.c
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${PSXRECOMP_V4_ROOT}/runtime/src/mdec.c
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${PSXRECOMP_V4_ROOT}/runtime/src/timers.c
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${PSXRECOMP_V4_ROOT}/runtime/src/interrupts.c
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${PSXRECOMP_V4_ROOT}/runtime/src/psx_fiber.c
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${PSXRECOMP_V4_ROOT}/runtime/src/sio.c
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${PSXRECOMP_V4_ROOT}/runtime/src/memcard.c
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${PSXRECOMP_V4_ROOT}/runtime/src/debug_server.c
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${PSXRECOMP_V4_ROOT}/runtime/src/dirty_ram_interp.c
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${PSXRECOMP_V4_ROOT}/runtime/src/fntrace.c
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${PSXRECOMP_V4_ROOT}/runtime/src/traps.c
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${PSXRECOMP_V4_ROOT}/runtime/src/crash_trace.c
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${PSXRECOMP_V4_ROOT}/runtime/src/freeze_heartbeat.c
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${PSXRECOMP_V4_ROOT}/runtime/src/gte.cpp
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${PSXRECOMP_V4_ROOT}/runtime/src/crc32.c
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${PSXRECOMP_V4_ROOT}/runtime/src/cdrom.c
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${PSXRECOMP_V4_ROOT}/runtime/src/spu.c
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${PSXRECOMP_V4_ROOT}/runtime/src/iso_reader.cpp
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${PSXRECOMP_V4_ROOT}/runtime/src/iso_reader_c.cpp
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${PSXRECOMP_V4_ROOT}/runtime/src/psx_cycles.c
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${PSXRECOMP_V4_ROOT}/runtime/src/starvation_ring.c
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${PSXRECOMP_V4_ROOT}/runtime/src/card_read_summary.c
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${PSXRECOMP_V4_ROOT}/runtime/src/card_data_writes.c
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${PSXRECOMP_V4_ROOT}/recompiler/src/config_loader.cpp
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)
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set(PSXRECOMP_V4_RUNTIME_INCLUDE_DIRS
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${PSXRECOMP_V4_ROOT}/runtime/include
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${PSXRECOMP_V4_ROOT}/recompiler/src
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${PSXRECOMP_V4_ROOT}/recompiler/lib/fmt/include
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${PSXRECOMP_V4_ROOT}/recompiler/lib/toml11
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)
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set(PSXRECOMP_V4_BIOS_GENERATED
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${PSXRECOMP_V4_ROOT}/generated/SCPH1001_full.c
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${PSXRECOMP_V4_ROOT}/generated/SCPH1001_dispatch.c
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)
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function(psxrecomp_v4_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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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_V4_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 ${PSXRECOMP_V4_BIOS_GENERATED})
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if(PSXRT_GAME_GENERATED_FULL_C)
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set_source_files_properties("${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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if(PSXRT_ORACLE)
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set(mode_source ${PSXRECOMP_V4_ROOT}/runtime/src/psx_interpreter.c)
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else()
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set(mode_source ${PSXRECOMP_V4_ROOT}/runtime/src/stub_interpreter.c)
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endif()
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add_executable(${target}
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${PSXRECOMP_V4_RUNTIME_SOURCES}
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${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_V4_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 ${SDL2_LIBRARY_DIRS})
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endif()
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target_link_libraries(${target} PRIVATE ${SDL2_LIBRARIES})
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target_compile_definitions(${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(${target} PRIVATE PSX_HAS_GAME_DISPATCH=1)
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endif()
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# PSX_DEBUG_TOOLS option declared at the top of runtime.cmake so it's
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# also visible to psx-beetle / non-runtime-helper targets.
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if(NOT PSX_DEBUG_TOOLS)
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target_compile_definitions(${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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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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endif()
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endfunction()
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