Files
psxrecomp/runtime/include/overlay_loader.h
T
Matthew Stanley 739994cfcd Step 2.8: variant-capture automation (detect -> capture -> compile -> rescan)
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>
2026-06-09 16:16:36 -07:00

91 lines
4.1 KiB
C

#ifndef OVERLAY_LOADER_H
#define OVERLAY_LOADER_H
/* overlay_loader — A-1 runtime overlay DLL cache and dynamic dispatch.
*
* On CD DMA completion (overlay_capture_on_dma), the loader checks whether
* a cached DLL exists for the overlay bytes. If it does, it LoadLibrary's
* the DLL, calls overlay_init() to wire callbacks, enumerates func_XXXXXXXX
* exports, and registers each in the dynamic dispatch table.
*
* dirty_ram_dispatch calls overlay_loader_dispatch() before the interpreter,
* so compiled overlay functions get priority over interpretation.
*/
#include "cpu_state.h"
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
/* Called at game handoff to set the cache root directory and game ID.
* cache_dir: absolute path to the cache root (e.g. "build-dev/cache")
* game_id: product code (e.g. "SCUS-94236") */
void overlay_loader_init(const char *cache_dir, const char *game_id);
/* Called from overlay_capture_on_dma after the capture-set insert.
* Computes CRC32 of bytes, checks cache, loads DLL if present.
* load_addr: physical RAM address, size/bytes: the transferred data. */
void overlay_loader_check_cache(uint32_t load_addr, uint32_t size,
const uint8_t *bytes);
/* Called from dirty_ram_dispatch before the interpreter.
* Returns 1 and calls the compiled function if addr is registered,
* 0 if not found (fall through to interpreter). */
int overlay_loader_dispatch(CPUState *cpu, uint32_t addr);
/* Step 2.8: re-scan the cache dir for DLLs compiled after init and clear the
* checked-regions memo so the next dispatch reconsiders the cache. Idempotent
* (loaded DLLs stay loaded); emu thread only. */
void overlay_loader_rescan(void);
/* True if the cache holds a DLL named <region_start8>_<crc8>.dll. */
int overlay_loader_has_cached_crc(uint32_t region_start, uint32_t crc);
/* Returns number of functions currently registered in the dynamic table. */
int overlay_loader_registered_count(void);
/* Returns full loader state for TCP diagnostics. */
void overlay_loader_get_status(int *active, int *registered,
int *regions_checked,
char *cache_dir_out, int cache_dir_len,
char *game_id_out, int game_id_len,
uint32_t *checked_out, int checked_max,
int *checked_written,
uint32_t *last_crc_out, int *last_file_found_out);
/* Most recent loader event string (DLL load success/failure). Surfaced via
* the overlay_loader_status TCP command — no stderr logging (Rule 3). */
const char *overlay_loader_last_msg(void);
/* Inc3 §8.5: a write into the code range of a currently-executing native
* overlay entry cannot be recovered lazily — that entry is permanently
* blacklisted to the interpreter. Called from the psx_write_* store path
* (memory.c) only when the written page is a watched overlay code page. */
void overlay_loader_active_write_check(uint32_t phys, uint32_t size);
/* Inc3 counters, surfaced via overlay_loader_status (field meanings remapped
* to the per-entry model — see overlay_loader.c getters). */
void overlay_loader_get_counters(uint32_t *loads, uint32_t *invalidations,
uint32_t *unregistered,
uint64_t *disp_native, uint64_t *disp_interp,
uint64_t *stale_blocked,
uint32_t *last_write_pc,
uint32_t *last_write_addr,
uint32_t *last_write_size,
int *regions, uint32_t *revalidations);
void overlay_loader_get_reload_debug(int *r0_valid, uint32_t *r0_writes,
uint32_t *r0_fn_lo, uint32_t *r0_fn_hi,
uint32_t *r0_crc_live,
uint32_t *reval_attempts,
uint32_t *reval_crc_miss,
uint32_t *last_reval_crc);
#ifdef __cplusplus
}
#endif
#endif /* OVERLAY_LOADER_H */