Super repo for other libretro projects. Fetches, builds and installs.
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libretro-build.sh FORMAT_COMPILER_TARGET=ios ./libretro-build.sh now compiles iOS cores properly 2015-02-17 11:44:01 -08:00
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README.iKarith.md Rewrote a lot of the future directions stuff 2015-02-08 04:33:19 -08:00
retroarch-build.sh Try to make whitespace consistently 3 space tabs in shell scripts, also use env for bash 2015-02-16 19:22:50 -08:00

First, an introduction is in order:

Hi, I'm iKarith, and probably you don't know me. :) I'm not really part of any "scene" or anything. Long story short, I wanted to build a stand-alone emulator-based box for my fiancée and thought RetroArch might give her something clean, seamless, and foolproof once I set it up. And as some of you who haven't been big fans of RetroArch may guess, that wasn't easy.

Two choices existed: Complain, or fix it. I chose to fix it. And when I found out where things were headed for RetroArch, I decided to first see about improving its build process.

To that end, this file and the files in the repo with "iKarith" in the name were created. They're temporary and will go away once this project's done. This file in particular explains what I'm doing and why. So read on if that stuff interests you. :)

iKarith, 2015-02-07

History

2015-02-08.1: Extensive rewrite of future direction portions 2015-02-08.0: Added discussion of dependencies 2015-02-07.1: Changed heading levels 2015-02-07.0: initial writing

Some philosophy

Libretro should be an API, not a project. You might want to argue with me as to whether or not that's true. And you might be surprised to find me agree that as of today, it is a project and not an API. But that model is IMO not infinitely sustainable. You can't just fork every open source game project out there.

You can't even do that with all the emulators. And even if you could, it'd be a nightmare trying to compile them all, let alone maintain them. And it's just not realistic to hand a user a dozen SNES emulators with no explanation of what's what and expect them to know what to do with them all, especially since there are multiple versions of some of them. Now multiply that by all of the systems and all of the emulator engines and all of the versions of some of them that exist. It just does not scale.

The technical problem

Leaving aside the philosophical direction of where libretro is headed for a moment, its build scripts don't really function well for where the project is at today, let alone in the future when it's "not really a project" anymore.

You see, libretro does not have one build script. In fact, it doesn't even have one build script per target platform. No, there's the combination of libretro-fetch.sh, libretro-build.sh, and retroarch-build.sh and their included subscript dependencies. In addition, there's about a dozen or so platform-specific build scripts which have some overlap with the main scripts and (inconsistently) use their dependent subscripts. In addition, there's a handful of XCode projects for Mac OS X which are intended to be backward compatible with old versions of the OS but aren't. And there's a whole additional set of build scripts replacing most of these almost in their entirety written for the buildbot. And then there's the Makefiles which are often just as much of a mess (but a separate problem…)

This is why the iKarith-*.sh scripts. If you touch any of the mainline scripts to do what we need to do, you will break something. In fact, I happen to know that most of the scripts need a (fairly trivial) patch as it is. Mea culpa for introducing the need, but those scripts that don't get patched before I get to them are the ones I can assume may have suffered other forms of bit rot and will require additional care/testing.

The Political Problem?

As I said, I don't really know anybody. So I can't pretend to understand all of the issues involved with devs in the various "scenes" in question. I know some people feel that they should retain control of their projects. I have seen someone accuse libretro of trying to "steal" other projects to improve their own. There are probably other issues, some of them personal, and I just don't know them. And I don't need to, honestly.

What I can say is that what I have in mind for the new build system makes libretro-super function kind of like Debian/Ubuntu's package system. You give it the equivalent of an apt sources.list entry and it should be able to download your project from your site, build it for your system, package it, and possibly even give you the means to upload it to a repository.

My own future interests involve building a standalone libretro player for a single project so that you can build something that targets the API and distribute it as a stand-alone game, and a small version of SDL that's built for libretro so that SDL-based games could be compiled for use on lakka.TV down the line. Remember what I said I originally wanted to accomplish?

I don't know if any of this stuff will help or hinder resolution of any outstanding issues between anyone. I'm just here to make cool stuff easy enough for my fiancée to use it, remember? :)

Dependencies

For all the discussion of "no external dependencies", libretro and the stuff ported to it have a lot of them. That's unavoidable, actually. To simplify the argument, let's presume a GNU/Linux build environment. You can't compile anything without a compiler and binutils. And the only way you're going to compile large batches of code is a dependency on make. Those are obvious.

The less obvious dependencies

Continuing with our Linux example, all make does is give you a way to specify what commands are required to create/update a file, and what files it is created from. From there, the commands are executed in a shell, which introduces a dependency on the shell, but also the shell commands. Things like echo and cp are not traditionally "builtins", but rather external programs that were traditionally smaller than the ELF header required to tell Linux how to run them. (And old enough versions of Linux didn't use ELF…)

By this point you've got literally 500MB of dependencies on a modern Linux system. You could argue that some of that is irrelevant because classically all of the above fit into 50MB on a Linux system dating back to a 1.x kernel and the fact that the dependencies have bloated so much (largely for UTF-8, translation, internationalization, etc.) isn't our problem. That's fair enough, but we still have a minimum of 50MB of build dependencies on Linux.

Add the build scripts in there and you add dependencies on git (which means also perl and possibly python though nothing we do requires anything that uses python until you try to build mame at least) and explicitly on bash. I'm pretty sure our current build scripts will run on bash 2.05 at least, but most folks assume bash 4 is available on all systems these days. (It's not—the Mac still comes with bash 3.)

If we remove the bash dependency, we could claim a POSIX environment as a build dependency, but notably some platforms are not and do not even pretend to be POSIX, such as that little insignificant OS called Windows. You could install MSYS (or more likely MSYS2) to try and fake it at the shell script level, but MSYS2 is one significant dependency.

This is why autoconf exists. It's also why autoconf is the gigantic mess (both in terms of size and ugly complexity) that it is: It cannot assume a fully POSIX system, and the POSIX standard is pretty dated anyway. It has to figure out all of the quirks of UNIX-style (and non-UNIX) systems running on 8 bit processors that haven't been updated in 35 years or more.

So, what's your point?

The point is that we cannot say that we have no, or even few build dependencies. And at present, the ones we do have are not declared. Fixing this can be done in three ways, two of which aren't really worthwhile:

  1. We can use autoconf. In addition to all the reasons why this idea just sucks, the fact is that it won't solve our problem anyway because some cores have build dependencies, even if they should be free of external runtime dependencies. Not only that, we cannot easily predict if down the line you want to use libretro-super to build a core out of a mercurial or subversion repository.

  2. We could try to reinvent autoconf for our purposes. This has the advantage that we could build a system that accommodates our build system's needs and also provides a means for cores to declare additional build dependencies if they need them. It has the obvious disadvantage that no attempt to replace autoconf has ever really been successful for a reason. Either you have to introduce an external dependency (as cmake did) or you have to mix a bunch of 1970s-era script syntaxes like autoconf does because they're the only ones you can guarantee are installed everywhere.

  3. We can simply state our dependencies from the outset and expect the user of libretro-super to meet them. We may have to jump through a few hoops to deal with where things are installed. For example, our scripts might be best run using the same /usr/bin/env tactic used by Python developers to avoid hard-coding a path that isn't portable. I'm told that the byuu, the primary developer behind bsnes/higan, has a philosophy of not limiting himself to legacy cruft when something better exists. To the extent that is actually a reasonable thing to do, it's not a bad idea.

    This doesn't solve the core build dependency issue by itself, but it does assure that if the libretro-super user has installed the prerequisites for using libretro-super, we CAN solve that problem without resorting to the kind of abomination that is autoconf.

Obviously I see but one choice here. However care needs to be exercised still to ensure that our libretro-super dependencies are in fact reasonable. I would love to be able to take advantage of modern versions of bash, for example, but Mac OS X users don't have it unless they installed it themselves. It's not even guaranteed with MacPorts or Fink installed, so it's a different issue than on Windows where people are going to have to install something no matter what we use.

(Yes, I know bash 3 is ancient, but MacPorts and Fink both get along with it just fine, and only bash scripters really ever notice the difference. If you want to convince Twinaphex that it's a reasonable dependency, I'll join you in doing so—but if it isn't packaged for PowerPC 10.5 systems, he's going to veto the idea from the start and so will I. Yes, RetroArch doesn't currently build on 10.5 systems. If I can reasonably correct that at some point, I will. No, 10.4 and older isn't necessary.)

The solution so far

To begin, let's discuss the proof of concept I wrote before even beginning this README. We can decide where it goes from there afterward. We'll be using the incredibly simple 2048 project as a working example, I like it because it's as close to a fully functional "hello world" for libretro as I can imagine. Presently it fetches and compiles with these rules:

fetch_libretro_2048() {
   fetch_git "$REPO_BASE/libretro/libretro-2048.git" "libretro-2048" "libretro/2048"
}

build_libretro_2048() {
   build_libretro_generic_makefile "2048" "." "Makefile.libretro" ${FORMAT_COMPILER_TARGET}
}

Okay, so I turned that into a pile of shell variables:

core_2048_dir="libretro-2048"
core_2048_fetch=fetch_git
core_2048_source="$REPO_BASE/libretro/libretro-2048.git"
core_2048_build_rule=build_libretro_generic_makefile_s
core_2048_makefile="Makefile.libretro"
core_2048_other_args="$FORMAT_COMPILER_TARGET"

There's no need for $REPO_BASE for "write access" using github, and github actually recommends everyone use https anyway. (They've flip-flopped on this a few times over the years.)

The first real change here is build_libretro_generic_makefile_s, a version of the build_libretro_generic_makefile rule written to use a set of shell variables instead of positional parameters. You'll notice there's no variable for subdir defined because no subdir is needed and therefore the rule doesn't use one.

The fetch and build rules could be implicit as well since those would be the defaults. Actually, the only things 2048 uses that cannot be implicit defaults are obviously the source repository and its use of something other than makefile or Makefile.

This proof of concept uses shell variables, but it could just as easily have used an ini file format like so:

[2048]
source = "https://github.com/libretro/libretro-2048.git"
makefile = "Makefile.libretro"

or an RFC-822 style format ala Debian Packages files:

Core: 2048
Source: https://github.com/libretro/libretro-2048.git
Makefile: Makefile.libretro

or even possibly in the .info file:

display_name = "2048"
authors = "Gabriele Cirulli"
supported_extensions = ""
corename = "2048"
categories = "Game"
systemname = "2048 game clone"
license = "GPLv3"
permissions = ""
display_version = "1.0"
supports_no_game = "true"
source = "https://github.com/libretro/libretro-2048.git"
makefile = "Makefile.libretro"

I like the notion of the second option actually even better than the third. I'll explain why when I get to XXX

Where to go from here

We need a better replacement for $platform and $FORMAT_COMPILER_TARGET and its often identical $FORMAT_COMPILER_TARGET_ALT. I dunno about you, but my primary workstation has three compiler suites installed that can collectively generate code for two platforms and eight major processor architectures. I can currently run two of the processor architectures, compiled for either of the two platforms. I used to have a computer that could run three other architectures on one of those platforms, but no longer do. I have a Mac, and as far as libretro is concerned a present, that's all grossly oversimplified to just "osx". WTF! That's gotta be fixed.

Next, as already noted there's some confusion outside of libretro circles about the scope of libretro, namely that it is intended to be first and foremost an API to be implemented by programs called "players" and packages called "cores". If libretro-super is supposed to be an easy way to build these things, then players and cores need to simply be definitions that you can drop in to libretro-super and use, regardless of where they come from.

A better platform designation

Currently the CPU you're building for is stored in the variable ARCH. The platform may be specified in a couple of different formats in the $platform variable, and $FORMAT_COMPILER_TARGET and $FORMAT_COMPILER_TARGET_ALT in a canonical format. But as I said on my Mac will all its build possibilities they all boil down to "osx". At the very least, a platform designation should be specified as a canonical pairing of an OS target and an architecture target. An evolution from what we have now would be to call my system MacOSX-x86_64. Other valid architectures for Mac OS X are i386, ppc, ppc64, and ppc970. (For those who don't know, ppc970 is compatible with ppc64 code, but not the other way around, though I don't know how important 64 bit CPU support is on those G5 Macs with their typical RAM constraints.)

The best way would be to determine which compilers were available for a given language and how to invoke them. At least on my system Clang and one of the gcc's should be picked up for C, C++, and Obj-C for pretty much every standard. And these would be defined for my current platform target of MacOSX-x86_64.

But it shouldn't stop there. On all modern x86_64 systems, it is possible to compile an (usually) run iX86 code. Our build system should determine if you have the ability to do it and give you the option of doing so instead of or addition to the x86_64 option. Users don't need that, but developers do.

Likewise for PowerPC and ARM architectures, there might be more than one CPU target possible.

Mac OS X and iOS introduce another spanner in the works in that they support compiling these multiple targets and joining them together using a tool called lipo. The compiler will do this for you in most cases. Basically if any CPU-specific features are determined by reading system headers or compiler-defined variables, you just specify -arch i386 -arch x86_64 on the compiler and linker command lines and you get both in one library/program. If you're hard-coding things like whether to use 32 or 64 bit structures on the command line *cough*mupen64plus*cough*, you're going to have to build it twice and use lipo or better yet, patch the code to figure out these structural differences from the compile environment provided.

We have some support for fat binaries on OS X currently, but it's a proof of concept only that illustrates the limitations of our current build scripts more than anything.

Packages files

If libretro-super is going to be just a build environment for things built around the libretro API in a highly scalable fashion, we need a way for people to drop in their own fetch and build methods, as well as package rules for players and cores.

Let's say the SuperTux developers port their game to libretro. Pretty sweet right? In order to build this using libretro-super, you'd need a set of build rules for it. The SuperTux folks could provide you with a URL for a packages file which you could either download and drop into libretro-super yourself, or you could give the URL to libretro-super and let it download it for you. (Dependency on either wget or curl there—everybody has at least one or the other though so that's fine.)

If you do let libretro-super download it for you, it could periodically check to see if it has changed and update it if needed. Think apt-add-repository from Ubuntu. Key signing and verification is not yet planned, but if you can come up with an intelligent and minimalistic way to do it, I'm interested. :)

Actions and targets

At this point, libretro is a MASSIVE project, which is kind of impressive for something that's not really supposed to be a project at all. There are something approaching 70 individual cores including three versions of MAME, three versions of standalone bSNES, and more. Users do not need all of that. The average developer doesn't even need all of that. The only people who do are the people running the buildbots that package all of the stuff that is currently maintained by libretro developers.

The whole reason libretro-super exists is to give libretro developers an easy way to build all of that stuff at once as it changes. And the only people who need to rebuild all of it from scratch are people like me who are working on build system scripts.

If libretro-super is going to be the standard reference build environment used for libretro cores and (perhaps also) players, not only does it need modular build targets and rules, it needs to be configurable as to what it will do, and what it will do it to.

The average end user only needs to fetch and build the cores they want. They might also want those cores installed into their player. That needs to be possible.

Buildbots need to fetch anything that has changed and then clean, build, package, and release it. For every supported platform. That needs to be possible. :)

Developers working on any package (core or player) built using libretro-super need to be able to run individual commands to perform individual tasks on a particular package or group of packages. That too needs to be possible.

Finally it is possible somewhere along the line that libretro-super might itself be packaged and the only people running it out of a git repository will be those choosing to do so. Everyone else will have it installed somewhere on their system. The commands need to work outside of the libretro-super directory, and the build system needs to be able to find anything currently just tossed into the libretro-super directory if it has been installed onto your system. I won't say that this needs to be possible because to some limited extent, it already is. :)

External sources

This stuff is still a work in progress in my head (even more than compiler profiles by target), but here we go.

Let's say the SuperTux project wants to target libretro. Awesome, right? All they would have to do is publish a link somewhere. I'll make one up for the purpose of running:

./libretro-super.sh add-repo http://supertux.lethargik.org/libretro

Update the repo list to make sure I have the build rules and I should be able to just do something like this:

./libretro-super.sh auto-package supertux/SuperTux

This would perform all steps to build a packaged version of SuperTux for my system, which in this case requires a full fetch, build, and package.

The package likely named supertux_libretro_MacOSX-x86_64.zip would contain:

supertux_libretro.dylib
supertux_libretro.info
COPYING_v3.txt
README-libretro.txt

The file README-libretro.txt would be a simple blurb that this version of the game is built as a plugin for a libretro player and directs you to the SuperTux website and to information about what a libretro player is and where you'd find one.

You'll note I adopt the Windows and frankly everything but CLI UNIX convention of adding an extension to COPYING. I also chose to give it a version designation.

Porting features

Porting features from the iKarith scripts to the standard scripts is fine, indeed it's welcome. Just keep in mind that while it's possible to do, you really need to test everything you can if you do. At the very least, make sure that you test Linux, Windows, and OS X if possible. You might also want to check with radius as to whether or not your changes will break his buildbot.

That's about all I can think of for now. This file will see updates as the concepts contained herein evolve.