libretro-super/README.iKarith.md
2015-02-08 02:12:13 -08:00

15 KiB

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

2015-02-08.0: 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.

    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.

The solution so far

To begin with, let's talk about the proof of concept I have already implemented. Then we'll discuss where it goes from here. For this discussion we will use the 2048 project because it's an incredibly simple example. In fact it's just about as close to a functional "hello world" for libretro as I can imagine. Currently it fetches and compiles using 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}
}

What happens if we take the information contained there and turn it into a bunch of shell variables that describe what to do with "2048":

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"

You'll notice that the build subdir is not specified—it's implicit. You'd only have to set the variable if you needed to specify one. If the project used makefile or Makefile to build for libretro, you wouldn't need to specify that either. And actually, so much of the above "core definition" uses what would be reasonable defaults, you really only need to specify the core_2048_source and core_2048_makefile lines. The rest could be totally implicit, but I never really got that far before I had to attend to other things.

But the info doesn't have to be specified in shell variable format. In fact it's not actually that difficult given bash to actually parse a file like this:

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

or even

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"

Yes, the .info file could contain instructions for compiling. Not useful to RetroArch in the least, but useful if the .info file becomes the basis of a package description. Which is kind of what I have in mind.

Still needed

The FORMAT_COMPILER_TARGET variable and FORMAT_COMPILER_TARGET_ALT are extremely simple. They are kind of used to specify which compiler toolchain to use, but the settings are defined, redefined, or overridden in about four or five different places including sometimes the cores' Makefile! And on my system, it is simply "osx". I have two versions of gcc and a Clang available here, and I can build code for any of 8 architectures, two of which my system can also actually run. And the only configuration of my compiler is "osx"?

Let's start by defining my system with a system and a native architecture. We'll use MacOSX-x86_64. And I have multiple compiler toolchains available. Let's assume that libretro-super identifies Clang and the gcc version that runs as /usr/bin/gcc. Both build for MacOSX-x86_64, so I would wind up having two compiler profiles.

If a core can't build with Clang, its build recipes might specify a preference for gcc if there are choices, or even indicate a conflict with Clang older than whatever version is current if we ever get around to implementing that kind of thing. If it can't build with my system, it should be skipped by default unless explicitly requested otherwise.

Those cores like 2048 that build as universal binaries might say that on MacOSX-x86_64 and MacOSX-i386 it prefers MacOSX-Intel which would be a fat binary for both. Those kinds of overrides are why the existing info file may NOT be suitable for specifying all the build rules, even if most of them are implicit.

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.