Files
psxrecomp/runtime/runtime.cmake
T
Matthew Stanley ffc15219fd fix: Bug B hard freeze — TOCTOU underflow in frame pacing slept ~24.7 days
Root cause (freeze dump 1781046069, addr2line-verified): the wall-clock
pacing loop in sdl_vblank_present read the performance counter twice per
iteration — once in the while-condition, once to compute remaining time.
If the frame deadline was crossed between the two reads (a preemption
window), the unsigned subtraction underflowed, *1000 overflowed, and
SDL_Delay received ~2^64/10^4 ms mod 2^32 ≈ 24.7 days at the standard
10 MHz QPC. The app parks in one SDL_Delay with every counter frozen,
wedged between 'i_stat |= VBLANK' (interrupts.c:286) and exception
delivery — which is why dumps showed i_stat=1 pinned. VBLANK was being
ACK'd every frame right up to the wedge in every dump examined; the
'VBLANK-ACK reentry storm' framing was a symptom misread.

- frame_pacing.c/h: shared race-free pacer (single counter read per
  decision, compare-before-subtract, sleep clamped to one period).
  Both call sites switched: main.cpp sdl_vblank_present and
  beetle_main.cpp. Unit test pins the underflow case.
- Vsync self-heal: the 'recovered storm' dump (1781045865) was 8/8
  main-thread samples inside wglSwapBuffers — NV driver blocking ~1.5s
  per present. After 3 presents >250ms, drop driver vsync (we pace to
  59.94 Hz ourselves). Counters surfaced in the freeze dump.
- Watchdog classifier: 'reentry_storm' threshold (5K/sec) was below the
  healthy baseline (~2K reentry blocks/frame × 30-60 fps), mislabeling
  normal play and host stalls — that label misdirected two prior
  investigations. Now normalized per frame (>20K/frame), plus a new
  slow_frames kind (<5 fps) with multi-sample stack capture.

Verified: test_frame_pacing ALL PASS; live Tomba paced at 59.962 fps
over 20s (single-process measurement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 20:09:25 -07:00

257 lines
11 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 "${CMAKE_CURRENT_LIST_DIR}/.." ABSOLUTE)
endif()
# PSX_DEBUG_TOOLS: TCP debug server + heartbeat + per-block recording.
# Defaults ON for Debug/RelWithDebInfo, OFF for Release/MinSizeRel so
# a plain cmake -DCMAKE_BUILD_TYPE=Release gives a lean production binary
# with no TCP server and no debug console. Override explicitly with
# -DPSX_DEBUG_TOOLS=ON/OFF to force either way regardless of build type.
if(CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" OFF)
else()
option(PSX_DEBUG_TOOLS "Build with TCP debug server + heartbeat + per-block recording" ON)
endif()
if(NOT SDL2_INCLUDE_DIRS OR NOT SDL2_LIBRARIES)
if(MSVC)
file(GLOB SDL2_MSVC_DIR "${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()
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/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/fntrace.c
${PSXRECOMP_ROOT}/runtime/src/boot_state.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/cdrom.c
${PSXRECOMP_ROOT}/runtime/src/spu.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/starvation_ring.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/autocompile.c
${PSXRECOMP_ROOT}/runtime/src/event_ring.c
${PSXRECOMP_ROOT}/recompiler/src/config_loader.cpp
)
set(PSXRECOMP_RUNTIME_INCLUDE_DIRS
${PSXRECOMP_ROOT}/runtime/include
${PSXRECOMP_ROOT}/recompiler/src
${PSXRECOMP_ROOT}/recompiler/lib/fmt/include
${PSXRECOMP_ROOT}/recompiler/lib/toml11
)
set(PSXRECOMP_BIOS_GENERATED
${PSXRECOMP_ROOT}/generated/SCPH1001_full.c
${PSXRECOMP_ROOT}/generated/SCPH1001_dispatch.c
)
function(psxrecomp_add_runtime_target target)
set(options ORACLE)
set(oneValueArgs
GAME_GENERATED_FULL_C
GAME_GENERATED_DISPATCH_C
GAME_OVERLAY_STATIC_C
DEBUG_PORT
WINDOW_TITLE
DEFAULT_BIOS_PATH
DEFAULT_GAME_CONFIG_PATH
)
set(multiValueArgs EXTRAS_SOURCES)
cmake_parse_arguments(PSXRT "${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()
if(NOT PSXRT_DEFAULT_BIOS_PATH)
set(PSXRT_DEFAULT_BIOS_PATH "${PSXRECOMP_ROOT}/bios/SCPH1001.BIN")
endif()
if(NOT DEFINED PSXRT_DEFAULT_GAME_CONFIG_PATH)
set(PSXRT_DEFAULT_GAME_CONFIG_PATH "")
endif()
set(generated_sources ${PSXRECOMP_BIOS_GENERATED})
if(PSXRT_GAME_GENERATED_FULL_C)
set_source_files_properties("${PSXRT_GAME_GENERATED_FULL_C}" PROPERTIES GENERATED TRUE)
list(APPEND generated_sources "${PSXRT_GAME_GENERATED_FULL_C}")
set(has_game_dispatch TRUE)
endif()
if(PSXRT_GAME_GENERATED_DISPATCH_C)
set_source_files_properties("${PSXRT_GAME_GENERATED_DISPATCH_C}" PROPERTIES GENERATED TRUE)
list(APPEND generated_sources "${PSXRT_GAME_GENERATED_DISPATCH_C}")
set(has_game_dispatch TRUE)
endif()
# Layer B: statically-compiled overlay dispatch. Inert unless a game
# provides a generated overlays_static.c — no target sets this yet.
if(PSXRT_GAME_OVERLAY_STATIC_C AND EXISTS "${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}
${PSXRT_EXTRAS_SOURCES}
)
target_include_directories(${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 ${SDL2_LIBRARIES})
endif()
target_compile_definitions(${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}"
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(${target} PRIVATE PSX_HAS_GAME_DISPATCH=1)
endif()
if(has_overlay_dispatch)
target_compile_definitions(${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(${target} PRIVATE PSX_NO_DEBUG_TOOLS=1)
endif()
if(WIN32 OR MINGW)
target_link_libraries(${target} PRIVATE ws2_32 dbghelp comdlg32)
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()