Files
psxrecomp/runtime/include
Matthew Stanley 9ed788f125 sljit persist-cache Stage 2: serialize / reload / re-validate to disk
Persist validated sljit shards across launches (SLJIT_PERSIST_CACHE.md). On JIT,
serialize the (position-independent, Stage 1) LIR and write it to
<cache>/<game_id>/sljit/<arch-abi>/cg<N>/<entry8>_<crc8>.sljit with a small header
(magic, format/helper-order versions, entry/lo/len/crc/size). At init, scan that
dir, deserialize + sljit_generate_code for THIS process, and register each as a
dll<0 candidate carrying the blob's crc; dispatch re-hashes live RAM against it so
a reloaded shard re-earns trust exactly like a fresh JIT. Priority gcc > sljit >
interp is unchanged (a gcc DLL still supersedes a reloaded shard via the obsolete
path). Persist is write-on-generate (measured negligible; crash-safe).

Threads the serialized blob through OverlaySljitResult -> CompiledFragment;
register_sljit_candidate gains a crc_override (reloaded shards use the header crc
since the overlay RAM may not be loaded at init). sljit_status exposes
reloaded / persist / reload-diagnostic counters.

Two gotchas found + fixed in testing (vs the original design notes):
- serialize MUST precede generate_code (generate sets compiler->error =
  SLJIT_ERR_COMPILED, after which serialize returns NULL);
- serialize with options=0, not SLJIT_SERIALIZE_IGNORE_DEBUG, so an
  argument-checks build can deserialize its own blobs.

Validated: two-launch test reloaded 12 shards (deserfail=0), ran them at a fresh
process base with no crash, gameplay renders correctly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 13:52:18 -07:00
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2026-05-17 21:58:55 -07:00