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463 lines
21 KiB
Markdown
463 lines
21 KiB
Markdown
First, an introduction is in order:
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Hi, I'm iKarith, and probably you don't know me. :) I'm not really part of
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any "scene" or anything. Long story short, I wanted to build a stand-alone
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emulator-based box for my fiancée and thought RetroArch might give her
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something clean, seamless, and foolproof once I set it up. And as some of
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you who haven't been big fans of RetroArch may guess, that wasn't easy.
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Two choices existed: Complain, or fix it. I chose to fix it. And when I
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found out where things were headed for RetroArch, I decided to first see about
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improving its build process.
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To that end, this file and the files in the repo with "iKarith" in the name
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were created. They're temporary and will go away once this project's done.
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This file in particular explains what I'm doing and why. So read on if that
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stuff interests you. :)
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iKarith, 2015-02-07
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## History
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2015-02-08.1: Extensive rewrite of future direction portions
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2015-02-08.0: Added discussion of dependencies
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2015-02-07.1: Changed heading levels
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2015-02-07.0: initial writing
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## Some philosophy
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Libretro should be an API, not a project. You might want to argue with me as
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to whether or not that's true. And you might be surprised to find me agree
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that as of today, it *is* a project and not an API. But that model is IMO not
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infinitely sustainable. You can't just fork every open source game project
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out there.
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You can't even do that with all the emulators. And even if you could, it'd be
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a nightmare trying to compile them all, let alone maintain them. And it's
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just not realistic to hand a user a dozen SNES emulators with no explanation
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of what's what and expect them to know what to do with them all, especially
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since there are multiple versions of some of them. Now multiply that by all
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of the systems and all of the emulator engines and all of the versions of some
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of them that exist. It just does not scale.
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### The technical problem
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Leaving aside the philosophical direction of where libretro is headed for a
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moment, its build scripts don't really function well for where the project is
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at today, let alone in the future when it's "not really a project" anymore.
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You see, libretro does not have one build script. In fact, it doesn't even
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have one build script per target platform. No, there's the combination of
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libretro-fetch.sh, libretro-build.sh, and retroarch-build.sh and their
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included subscript dependencies. In addition, there's about a dozen or so
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platform-specific build scripts which have some overlap with the main scripts
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and (inconsistently) use their dependent subscripts. In addition, there's a
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handful of XCode projects for Mac OS X which are intended to be backward
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compatible with old versions of the OS but aren't. And there's a whole
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additional set of build scripts replacing most of these almost in their
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entirety written for the buildbot. And then there's the Makefiles which
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are often just as much of a mess (but a separate problem…)
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This is why the iKarith-\*.sh scripts. If you touch any of the mainline
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scripts to do what we need to do, you *will* break something. In fact, I
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happen to know that most of the scripts need a (fairly trivial) patch as it
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is. Mea culpa for introducing the need, but those scripts that don't get
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patched before I get to them are the ones I can assume may have suffered other
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forms of bit rot and will require additional care/testing.
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### The Political Problem?
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As I said, I don't really know anybody. So I can't pretend to understand all
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of the issues involved with devs in the various "scenes" in question. I know
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some people feel that they should retain control of their projects. I have
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seen someone accuse libretro of trying to "steal" other projects to improve
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their own. There are probably other issues, some of them personal, and I just
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don't know them. And I don't need to, honestly.
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What I can say is that what I have in mind for the new build system makes
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libretro-super function kind of like Debian/Ubuntu's package system. You give
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it the equivalent of an apt sources.list entry and it should be able to
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download your project from your site, build it for your system, package it,
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and possibly even give you the means to upload it to a repository.
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My own future interests involve building a standalone libretro player for a
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single project so that you can build something that targets the API and
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distribute it as a stand-alone game, and a small version of SDL that's built
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for libretro so that SDL-based games could be compiled for use on lakka.TV
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down the line. Remember what I said I originally wanted to accomplish?
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I don't know if any of this stuff will help or hinder resolution of any
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outstanding issues between anyone. I'm just here to make cool stuff easy
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enough for my fiancée to use it, remember? :)
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## Dependencies
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For all the discussion of "no external dependencies", libretro and the stuff
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ported to it have a lot of them. That's unavoidable, actually. To simplify
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the argument, let's presume a GNU/Linux build environment. You can't compile
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anything without a compiler and binutils. And the only way you're going to
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compile large batches of code is a dependency on make. Those are obvious.
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### The less obvious dependencies
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Continuing with our Linux example, all make does is give you a way to specify
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what commands are required to create/update a file, and what files it is
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created from. From there, the commands are executed in a shell, which
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introduces a dependency on the shell, but also the shell commands. Things
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like echo and cp are not traditionally "builtins", but rather external
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programs that were traditionally smaller than the ELF header required to tell
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Linux how to run them. (And old enough versions of Linux didn't use ELF…)
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By this point you've got literally 500MB of dependencies on a modern Linux
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system. You could argue that some of that is irrelevant because classically
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all of the above fit into 50MB on a Linux system dating back to a 1.x kernel
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and the fact that the dependencies have bloated so much (largely for UTF-8,
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translation, internationalization, etc.) isn't our problem. That's fair
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enough, but we still have a minimum of 50MB of build dependencies on Linux.
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Add the build scripts in there and you add dependencies on git (which means
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also perl and possibly python though nothing we do requires anything that uses
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python until you try to build mame at least) and explicitly on bash. I'm
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pretty sure our current build scripts will run on bash 2.05 at least, but most
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folks assume bash 4 is available on all systems these days. (It's not—the Mac
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still comes with bash 3.)
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If we remove the bash dependency, we could claim a POSIX environment as a
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build dependency, but notably some platforms are not and do not even pretend
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to be POSIX, such as that little insignificant OS called Windows. You could
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install MSYS (or more likely MSYS2) to try and fake it at the shell script
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level, but MSYS2 is one *significant* dependency.
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This is why autoconf exists. It's also why autoconf is the gigantic mess
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(both in terms of size and ugly complexity) that it is: It cannot assume a
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fully POSIX system, and the POSIX standard is pretty dated anyway. It has to
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figure out all of the quirks of UNIX-style (and non-UNIX) systems running on 8
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bit processors that haven't been updated in 35 years or more.
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### So, what's your point?
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The point is that we cannot say that we have no, or even few build
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dependencies. And at present, the ones we do have are not declared. Fixing
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this can be done in three ways, two of which aren't really worthwhile:
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1. We can use autoconf. In addition to all the reasons why this idea just
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sucks, the fact is that it won't solve our problem anyway because some
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cores have build dependencies, even if they should be free of external
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runtime dependencies. Not only that, we cannot easily predict if down the
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line you want to use libretro-super to build a core out of a mercurial or
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subversion repository.
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2. We could try to reinvent autoconf for our purposes. This has the advantage
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that we could build a system that accommodates our build system's needs and
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also provides a means for cores to declare additional build dependencies if
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they need them. It has the obvious disadvantage that no attempt to replace
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autoconf has ever really been successful for a reason. Either you have to
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introduce an external dependency (as cmake did) or you have to mix a bunch
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of 1970s-era script syntaxes like autoconf does because they're the only
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ones you can guarantee are installed everywhere.
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3. We can simply state our dependencies from the outset and expect the user of
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libretro-super to meet them. We may have to jump through a few hoops to
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deal with where things are installed. For example, our scripts might be
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best run using the same /usr/bin/env tactic used by Python developers to
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avoid hard-coding a path that isn't portable. I'm told that the byuu, the
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primary developer behind bsnes/higan, has a philosophy of not limiting
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himself to legacy cruft when something better exists. To the extent that
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is actually a reasonable thing to do, it's not a bad idea.
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This doesn't solve the core build dependency issue by itself, but it does
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assure that if the libretro-super user has installed the prerequisites for
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using libretro-super, we CAN solve that problem without resorting to the
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kind of abomination that is autoconf.
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Obviously I see but one choice here. However care needs to be exercised still
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to ensure that our libretro-super dependencies are in fact __reasonable__. I
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would love to be able to take advantage of modern versions of bash, for
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example, but Mac OS X users don't have it unless they installed it themselves.
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It's not even guaranteed with MacPorts or Fink installed, so it's a different
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issue than on Windows where people are going to have to install something no
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matter what we use.
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(Yes, I know bash 3 is ancient, but MacPorts and Fink both get along with it
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just fine, and only bash scripters really ever notice the difference. If you
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want to convince Twinaphex that it's a reasonable dependency, I'll join you in
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doing so—but if it isn't packaged for PowerPC 10.5 systems, he's going to veto
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the idea from the start and so will I. Yes, RetroArch doesn't currently build
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on 10.5 systems. If I can reasonably correct that at some point, I will. No,
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10.4 and older isn't necessary.)
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## The solution so far
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To begin, let's discuss the proof of concept I wrote before even beginning
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this README. We can decide where it goes from there afterward. We'll be
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using the incredibly simple 2048 project as a working example, I like it
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because it's as close to a fully functional "hello world" for libretro as I
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can imagine. Presently it fetches and compiles with these rules:
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```bash
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fetch_libretro_2048() {
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fetch_git "$REPO_BASE/libretro/libretro-2048.git" "libretro-2048" "libretro/2048"
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}
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build_libretro_2048() {
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build_libretro_generic_makefile "2048" "." "Makefile.libretro" ${FORMAT_COMPILER_TARGET}
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}
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```
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Okay, so I turned that into a pile of shell variables:
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```bash
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core_2048_dir="libretro-2048"
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core_2048_fetch=fetch_git
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core_2048_source="$REPO_BASE/libretro/libretro-2048.git"
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core_2048_build_rule=build_libretro_generic_makefile_s
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core_2048_makefile="Makefile.libretro"
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core_2048_other_args="$FORMAT_COMPILER_TARGET"
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```
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There's no need for $REPO_BASE for "write access" using github, and github
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actually recommends everyone use https anyway. (They've flip-flopped on this
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a few times over the years.)
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The first real change here is build_libretro_generic_makefile_s, a version of
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the build_libretro_generic_makefile rule written to use a set of shell
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variables instead of positional parameters. You'll notice there's no variable
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for subdir defined because no subdir is needed and therefore the rule doesn't
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use one.
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The fetch and build rules could be implicit as well since those would be the
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defaults. Actually, the only things 2048 uses that cannot be implicit
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defaults are obviously the source repository and its use of something other
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than ``makefile`` or ``Makefile``.
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This proof of concept uses shell variables, but it could just as easily have
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used an ini file format like so:
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```ini
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[2048]
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source = "https://github.com/libretro/libretro-2048.git"
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makefile = "Makefile.libretro"
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```
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or an RFC-822 style format ala Debian Packages files:
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```
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Core: 2048
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Source: https://github.com/libretro/libretro-2048.git
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Makefile: Makefile.libretro
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```
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or even possibly in the .info file:
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```ini
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display_name = "2048"
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authors = "Gabriele Cirulli"
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supported_extensions = ""
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corename = "2048"
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categories = "Game"
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systemname = "2048 game clone"
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license = "GPLv3"
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permissions = ""
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display_version = "1.0"
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supports_no_game = "true"
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source = "https://github.com/libretro/libretro-2048.git"
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makefile = "Makefile.libretro"
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```
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I like the notion of the second option actually even better than the third.
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I'll explain why when I get to XXX
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## Where to go from here
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We need a better replacement for $platform and $FORMAT_COMPILER_TARGET and its
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often identical $FORMAT_COMPILER_TARGET_ALT. I dunno about you, but my
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primary workstation has three compiler suites installed that can collectively
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generate code for two platforms and eight major processor architectures. I
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can currently run two of the processor architectures, compiled for either of
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the two platforms. I used to have a computer that could run three other
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architectures on one of those platforms, but no longer do. I have a Mac, and
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as far as libretro is concerned a present, that's all grossly oversimplified
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to just "osx". WTF! That's gotta be fixed.
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Next, as already noted there's some confusion outside of libretro circles
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about the scope of libretro, namely that it is intended to be first and
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foremost an API to be implemented by programs called "players" and packages
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called "cores". If libretro-super is supposed to be an easy way to build
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these things, then players and cores need to simply be definitions that you
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can drop in to libretro-super and use, regardless of where they come from.
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### A better platform designation
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Currently the CPU you're building for is stored in the variable ARCH. The
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platform may be specified in a couple of different formats in the $platform
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variable, and $FORMAT_COMPILER_TARGET and $FORMAT_COMPILER_TARGET_ALT in a
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canonical format. But as I said on my Mac will all its build possibilities
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they all boil down to "osx". At the very least, a platform designation should
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be specified as a canonical pairing of an OS target and an architecture
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target. An evolution from what we have now would be to call my system
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``MacOSX-x86_64``. Other valid architectures for Mac OS X are i386, ppc,
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ppc64, and ppc970. (For those who don't know, ppc970 is compatible with ppc64
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code, but not the other way around, though I don't know how important 64 bit
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CPU support is on those G5 Macs with their typical RAM constraints.)
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The best way would be to determine which compilers were available for a given
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language and how to invoke them. At least on my system Clang and one of the
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gcc's should be picked up for C, C++, and Obj-C for pretty much every
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standard. And these would be defined for my current platform target of
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MacOSX-x86_64.
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But it shouldn't stop there. On all modern x86_64 systems, it is possible to
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compile an (usually) run iX86 code. Our build system should determine if you
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have the ability to do it and give you the option of doing so instead of or
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addition to the x86_64 option. Users don't need that, but developers do.
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Likewise for PowerPC and ARM architectures, there might be more than one CPU
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target possible.
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Mac OS X and iOS introduce another spanner in the works in that they support
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compiling these multiple targets and joining them together using a tool called
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lipo. The compiler will do this for you in most cases. Basically if any
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CPU-specific features are determined by reading system headers or
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compiler-defined variables, you just specify -arch i386 -arch x86_64 on the
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compiler and linker command lines and you get both in one library/program. If
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you're hard-coding things like whether to use 32 or 64 bit structures on the
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command line \*cough\*mupen64plus\*cough\*, you're going to have to build it
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twice and use lipo or better yet, patch the code to figure out these
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structural differences from the compile environment provided.
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We have some support for fat binaries on OS X currently, but it's a proof of
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concept only that illustrates the limitations of our current build scripts
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more than anything.
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### Packages files
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If libretro-super is going to be just a build environment for things built
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around the libretro API in a highly scalable fashion, we need a way for people
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to drop in their own fetch and build methods, as well as package rules for
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players and cores.
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Let's say the SuperTux developers port their game to libretro. Pretty sweet
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right? In order to build this using libretro-super, you'd need a set of build
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rules for it. The SuperTux folks could provide you with a URL for a packages
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file which you could either download and drop into libretro-super yourself, or
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you could give the URL to libretro-super and let it download it for you.
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(Dependency on either wget or curl there—everybody has at least one or the
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other though so that's fine.)
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If you do let libretro-super download it for you, it could periodically check
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to see if it has changed and update it if needed. Think apt-add-repository
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from Ubuntu. Key signing and verification is not yet planned, but if you can
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come up with an intelligent and minimalistic way to do it, I'm interested. :)
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### Actions and targets
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At this point, libretro is a __MASSIVE__ project, which is kind of impressive
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for something that's not really supposed to be a project at all. There are
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something approaching 70 individual cores including three versions of MAME,
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three versions of standalone bSNES, and more. Users do not need all of that.
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The average developer doesn't even need all of that. The only people who do
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are the people running the buildbots that package all of the stuff that is
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currently maintained by libretro developers.
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The whole reason libretro-super exists is to give libretro developers an easy
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way to build all of that stuff at once as it changes. And the only people who
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need to rebuild all of it from scratch are people like me who are working on
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build system scripts.
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If libretro-super is going to be the standard reference build environment used
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for libretro cores and (perhaps also) players, not only does it need modular
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build targets and rules, it needs to be configurable as to what it will do,
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and what it will do it to.
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The average end user only needs to fetch and build the cores they want. They
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might also want those cores installed into their player. That needs to be
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possible.
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Buildbots need to fetch anything that has changed and then clean, build,
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package, and release it. For every supported platform. That needs to be
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possible. :)
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Developers working on any package (core or player) built using libretro-super
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need to be able to run individual commands to perform individual tasks on a
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particular package or group of packages. That too needs to be possible.
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Finally it is possible somewhere along the line that libretro-super might
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itself be packaged and the only people running it out of a git repository will
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be those choosing to do so. Everyone else will have it installed somewhere on
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their system. The commands need to work outside of the libretro-super
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directory, and the build system needs to be able to find anything currently
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just tossed into the libretro-super directory if it has been installed onto
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your system. I won't say that this needs to be possible because to some
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limited extent, it already is. :)
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### External sources
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This stuff is still a work in progress in my head (even more than compiler
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profiles by target), but here we go.
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Let's say the [SuperTux](http://supertux.lethargik.org/) project wants to
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target libretro. Awesome, right? All they would have to do is publish a link
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somewhere. I'll make one up for the purpose of running:
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```bash
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./libretro-super.sh add-repo http://supertux.lethargik.org/libretro
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```
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Update the repo list to make sure I have the build rules and I should be able
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to just do something like this:
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```bash
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./libretro-super.sh auto-package supertux/SuperTux
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```
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This would perform all steps to build a packaged version of SuperTux for my
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system, which in this case requires a full fetch, build, and package.
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The package likely named ``supertux_libretro_MacOSX-x86_64.zip`` would
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contain:
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```
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supertux_libretro.dylib
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supertux_libretro.info
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COPYING_v3.txt
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README-libretro.txt
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```
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The file README-libretro.txt would be a simple blurb that this version of the
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game is built as a plugin for a libretro player and directs you to the
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SuperTux website and to information about what a libretro player is and where
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you'd find one.
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You'll note I adopt the Windows and frankly everything but CLI UNIX convention
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of adding an extension to COPYING. I also chose to give it a version
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designation.
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## Porting features
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Porting features from the iKarith scripts to the standard scripts is fine,
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indeed it's welcome. Just keep in mind that while it's possible to do, you
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really need to test everything you can if you do. At the very least, make
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sure that you test Linux, Windows, and OS X if possible. You might also want
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|
to check with radius as to whether or not your changes will break his
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|
buildbot.
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That's about all I can think of for now. This file will see updates as the
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|
concepts contained herein evolve.
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<!-- vim: set tw=78 ts=8 sw=8 noet ft=markdown spell: -->
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