Files
psxrecomp/docs/ARCHITECTURE.md
T
Matthew Stanley 9ad18ded0d docs: correct six statements that contradict the code
These are not stale-by-omission; each asserts something the code does not do,
and each was verified against the implementation before editing.

docs/BUILDING.md
  - PSX_ENABLE_VULKAN was documented "off by default" in two places. It
    defaults ON (runtime/runtime.cmake:778). Corrected both, and noted that
    the build option being ON does not make Vulkan the runtime renderer.
  - Removed the PSX_BUILD_COSIM row: no option() for it exists anywhere in
    the tree. Replaced with PSX_NETPLAY, which is real (runtime.cmake:194).
  - Step 2 (regenerate BIOS) was labelled "(Optional)". It is required before
    the first runtime build: step 3 configures psx-runtime from
    generated/OpenBIOS_full.c and fails at configure time without it
    ("Cannot find source file" / "No SOURCES given to target"). Regenerating
    the *retail* backend remains genuinely optional; that distinction is now
    explicit.
  - "This repository has no required git submodules" contradicted .gitmodules
    (recomp-ui, lib/recomp-net) and README's --recurse-submodules clone.
    Replaced with a table of which submodule each build option needs.

docs/ARCHITECTURE.md
  - Same Vulkan default correction.
  - Removed the claim that BIOS and game configs merge with "game wins on
    scalar keys". No such merge exists: load_bios_config is called only from
    the recompiler front-ends (main_bios.cpp, and main_psx.cpp solely to build
    the BiosAddressModel) and never from runtime/src/main.cpp.

docs/config_schema.md
  - Same merge claim, stated in more detail. Replaced with the actual runtime
    precedence: env > CLI > settings.toml > game.toml > compiled default.

docs/STRING_TRANSLATION.md
  - Header said "SPEC (design only - no implementation yet)" above a shipped
    feature: runtime/src/text_xlate.cpp (~970 lines), initialised from
    main.cpp, configured via [localization]. Marked IMPLEMENTED and added the
    public entry points.

docs/FEATURES.md
  - Layer A (dynamic DLL overlay loading) was headed "SHELVED". It is the live
    production dispatch path: overlay_loader.c is ~4,400 lines with 15
    LoadLibrary sites, last modified 2026-07-26, and COMPILING_OVERLAYS.md
    documents shipping the resulting .dll shards in releases. Added a status
    banner and kept the original account as history, since the CRC-keying
    dead ends it records are still worth reading.

docs/BIOS_SELECTION.md
  - Claimed the identity gate checks "size, CRC32, SHA-256". It checks size
    and CRC32 only (bios_backend_for_file, main.cpp:1088-1089); image_sha256
    is recorded metadata and never enters the accept/reject decision.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 11:49:31 -07:00

8.0 KiB

Architecture

How PSXRecomp is put together, end to end. For the higher-level "why three ways of running code" story, read EXECUTION_MODEL.md first; this doc is the component-level view.

Two programs: the recompiler and the runtime

PSXRecomp is split into two CMake projects that are built and run separately:

  recompiler/           runtime/
  ───────────           ────────
  MIPS  ──▶  C           C + hardware simulation  ──▶  native game binary
  (build-time tool)      (linked with the generated C)
  • recompiler/ (C++20) is an offline tool. It reads MIPS R3000A machine code and emits C source files under generated/.
  • runtime/ (C99 + C++17) is the engine. It loads the game's assets into an emulated PS1 address space, links the generated C in as native functions, and simulates the console's hardware around them.

A game repository (e.g. TombaRecomp) contains no framework source — it links this framework in (as a submodule) and provides the game's config, seeds, and build glue. See BUILDING.md.

The recompiler (recompiler/)

Two entry points share the same translation core:

  • src/main_bios.cpp — ingests the flat BIOS ROM (SCPH1001.BIN, loaded at 0xBFC00000) and emits generated/SCPH1001_*.c.
  • src/main_psx.cpp — ingests a PS-X EXE extracted from a game disc and emits generated/<serial>_*.c.

The translation pipeline:

Stage File Job
Decode mips_decoder.cpp (+ vendored rabbitizer) Decode MIPS instructions
Control flow control_flow.cpp, basic_block.cpp Build basic blocks / CFG
Discovery function_discovery.cpp, function_analysis.cpp Find function entry points (seeded from Ghidra exports)
Codegen code_generator.cpp, full_function_emitter.cpp, strict_translator.cpp Emit C: one function per guest function, plus a dispatch table

Output is two files per program: a _full.c (the function bodies) and a _dispatch.c (the address→function dispatch table). Both are build artifacts and are never hand-edited — if the C is wrong, the fix is in the recompiler.

GTE (the PS1 geometry coprocessor) instructions are emitted inline; COP0 kernel-mode instructions the BIOS needs are handled in codegen.

The runtime (runtime/)

The runtime is assembled by one CMake helper, psxrecomp_add_runtime_target() (defined in runtime/runtime.cmake), which a game's CMakeLists.txt calls with the paths to its generated C. The runtime provides:

  • Memory & address space (memory.c) — the 2 MB main RAM, scratchpad, BIOS ROM, and MMIO regions, with the dispatch that routes a guest PC to its native function (static, overlay, or interpreter).
  • Hardware simulation via MMIO handlers — GPU (gpu.c, gpu_sw_renderer.c, gpu_gl_renderer.c), DMA (dma.c), timers (timers.c), CD-ROM (cdrom.c, iso_reader.cpp), MDEC, SIO0 controllers/memory cards (sio.c, memcard.c), SPU (spu.c), GTE (gte.cpp), and interrupt delivery (interrupts.c).
  • Host services — window/input/audio via SDL2, a cooperative-thread scheduler on host fibers (psx_fiber.c: Win32 Fibers / POSIX ucontext), and the optional debug TCP server (debug_server.c).

BIOS: LLE baseline + a swappable HLE tier

The recompiled SCPH1001.BIN is the low-level (LLE) baseline: it is the kernel, and it is the reference implementation and the correctness oracle. There are no per-vector HLE shims replacing it.

On top of that, PSXRecomp carries an optional HLE tier (bios_hle, on by default for player convenience) that can synthesize the post-boot kernel handoff state to skip the BIOS boot sequence, and intercept a small set of BIOS services — always falling through to the recompiled BIOS for anything it doesn't implement. LLE stays fully linked and is what every accuracy check runs against. Turn it off with [runtime] bios_hle = false or PSX_BIOS_HLE=0; with it off the build behaves as pure LLE. (Design notes: docs/internal/HLE_SCHEDULER_CARVEOUT_PLAN.md.)

Static / overlay / interpreter dispatch

This is the heart of the system and has its own doc, EXECUTION_MODEL.md. In brief: a guest PC resolves to statically-recompiled native code (BIOS + main EXE), a runtime-compiled native overlay (overlay_capture.c → tools/compile_overlays.py → overlay_loader.c), or the small dirty-RAM interpreter (dirty_ram_interp.c) — in that priority order.

Overlay compile backend

When an overlay needs compiling, the runtime spawns a C compiler on the recompiler-emitted C and loads the resulting DLL — it does not JIT in-process. The backend tier is resolved in overlay_backend.c (see main.cpp around the code_provider setup):

  static  →  gcc  →  tcc
  • static — the overlay was baked into the binary at build time (best case).
  • gcc — used when a system gcc is on PATH (the development default).
  • tcc — TinyCC, the toolchain-free fallback bundled beside shipped executables in overlay_toolchain/ (an embedded Python + tcc.exe) so players never need a compiler installed.

Compiled overlays are stored in a content-addressed cache namespaced by compiler and target ABI (<game>/gcc/<arch-abi>/… vs <game>/tcc/…); a gcc shard wins over a tcc shard for the same region. See docs/FEATURES.md, docs/OVERLAY_CACHE_V2.md, and docs/ASYNC_OVERLAY_COMPILE.md.

Renderers

Three GPU backends behind one interface:

  • Software rasterizer — CPU, most portable, the reference look.
  • OpenGL — GPU-authoritative VRAM/FBO renderer, the default; moves rasterization and supersampling onto the GPU. Falls back to software if GL init fails. (See docs/internal/GL_RENDERER_HANDOFF.md.)
  • Vulkan — experimental. The build option PSX_ENABLE_VULKAN defaults ON (compiled when the SDK tools are present), but it is not the runtime default renderer: selecting it also requires the game to offer Vulkan and the user to request it, otherwise the runtime falls back to OpenGL.

Widescreen (a genuine wider GTE FOV, not a stretch) is opt-in and gen-time; see WIDESCREEN.md and docs/internal/NATIVE_WIDE_PLAN.md.

The oracle model (how correctness is checked)

PSXRecomp validates itself against Beetle PSX (the mednafen-psx libretro core), run as a separate process with an identical TCP JSON debug protocol:

  • psx-runtime — the recompiled runtime (debug server on port 4370).
  • psx-beetle — Beetle PSX (debug server on port 4380).

A tool written against one works against the other by switching ports; cross- checking is done by querying both, never by sharing state in one process. There is also a first-divergence co-sim build that cycle-locksteps the compiled backend against the interpreter. See docs/internal/COSIM_ORACLE.md, docs/config_schema.md, and TCP_COMMANDS.md.

Configuration

A game is configured by its game config (game.toml). A BIOS config (bios/*.toml) describes a BIOS image's identity and address model.

The two are not merged. The BIOS config is consumed only by the recompiler at build time (psxrecomp-bios, and psxrecomp-game for the address model); the shipping runtime never loads it — runtime/src/main.cpp contains no call to load_bios_config. [runtime] keys therefore take effect only from game.toml, settings.toml, the CLI, and the environment. Full schema: docs/config_schema.md.

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