Files
dusk/cmake/targets/psp.cmake
YourWishesandClaude Sonnet 5 f303d24f4a Add a perf timing/stack module and start using it to diagnose PSP hitching
New src/dusk/perf module: a simple push/pop tick-stack (perfPush/perfPop/
perfReport) for measuring how long a labeled span of code takes, wired
into engine.c's init/dispose. perfGetTick() is a placeholder - real time
on DUSK_LINUX (clock_gettime) and DUSK_PSP (sceKernelGetSystemTimeWide),
0 elsewhere until a proper cross-platform answer is settled on.

Used it this session to chase a reported PSP hitch when crossing a chunk
boundary. Confirmed mapPositionSet itself (unload/load sweeps, chunk
order rebuild, entity chunkIndex recompute) is consistently under ~3ms -
not the cause. Along the way, found and fixed a real, unrelated bug:
logDebug()/logError() on PSP did a fopen+write+fclose to the Memory
Stick on every single call, which was massively inflating any perf
measurement that logged from inside another measurement (the actual
source of the ~29-128ms numbers first seen). That's now gated behind a
new DUSK_PSP_LOG_FILE CMake option (default off).

Also, as a real test based on this session's findings:
- MAP_CHUNK_LOAD_CONCURRENCY dropped from 2 to 1 (8 and 4 both crashed/
  were untested further on real PSP hardware; 1 is confirmed safe).
- MAP_CHUNK_LOAD_DELAY_TEST: an intentionally exaggerated (now 50ms)
  artificial delay between starting successive chunk loads, gated in
  mapChunkLoadNext/mapUpdate, to observe the effect on framerate.

All perf instrumentation call sites added during this investigation
(assetChunkLoaderSync, assetMeshLoaderSync, mapPositionSet, the map area
callback invocation, engine.c's frame boundary) were removed again once
they'd served their purpose - only the reusable perf module itself and
the two real fixes above remain.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:16:48 -05:00

137 lines
4.5 KiB
CMake

set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_ARCHIVE_CREATE "$ENV{PSPDEV}/bin/psp-ar qc <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_APPEND "$ENV{PSPDEV}/bin/psp-ar q <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_FINISH "$ENV{PSPDEV}/bin/psp-ranlib <TARGET>")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_C OFF CACHE BOOL "" FORCE)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
SDL2
pthread
OpenGL::GL
zip
bz2
z
mbedtls
mbedcrypto
lzma
m
pspdebug
pspdisplay
pspge
pspctrl
pspgu
pspaudio
pspaudiolib
pspmp3
psputility
pspvfpu
pspvram
psphprm
pspnet
pspnet_inet
pspnet_apctl
psphttp
pspssl
)
target_include_directories(${DUSK_BINARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_PSP
DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=480
DUSK_DISPLAY_HEIGHT=272
DUSK_THREAD_PTHREAD
DUSK_TIME_DYNAMIC
DUSK_DISPLAY_OVERSCAN=6
)
# logDebug()/logError() additionally write every call to a file on the
# Memory Stick (ms0:/PSP/GAME/Dusk/*.log) - a real, measured source of
# per-call hitching (fopen+write+fclose every log line), not just a
# theoretical cost. Default off so a normal build doesn't pay it; opt in
# with -DDUSK_PSP_LOG_FILE=ON when the log file itself is actually needed
# (e.g. no way to see stdout on real hardware).
set(DUSK_PSP_LOG_FILE OFF CACHE BOOL "Also write PSP debug/error logs to ms0:/PSP/GAME/Dusk/*.log (slow - Memory Stick I/O per call).")
if(DUSK_PSP_LOG_FILE)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_PSP_LOG_FILE
)
endif()
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_ASSERTIONS_FAKED
)
endif()
# Generate PARAM.SFO as a normal tracked build output (instead of letting
# create_pbp_file() auto-generate + delete it) so it can be reused below by
# a properly dependency-tracked EBOOT.PBP repack step.
set(DUSK_PSP_PARAM_SFO "${DUSK_BUILD_DIR}/PARAM.SFO")
add_custom_command(
OUTPUT "${DUSK_PSP_PARAM_SFO}"
COMMAND "$ENV{PSPDEV}/bin/mksfoex" "-d" "MEMSIZE=1" "-s" "APP_VER=01.00"
"${DUSK_BINARY_TARGET_NAME}" "${DUSK_PSP_PARAM_SFO}"
COMMENT "Generating PARAM.SFO for ${DUSK_BINARY_TARGET_NAME}"
VERBATIM
)
add_custom_target(DuskPspParamSfo DEPENDS "${DUSK_PSP_PARAM_SFO}")
# create_pbp_file()'s own POST_BUILD chain (below) also consumes
# DUSK_PSP_PARAM_SFO, so make sure it exists before that chain runs.
add_dependencies(${DUSK_BINARY_TARGET_NAME} DuskPspParamSfo)
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
SFO_PATH "${DUSK_PSP_PARAM_SFO}"
OUTPUT_DIR "${DUSK_BUILD_DIR}"
)
# CreatePBP.cmake's pack-pbp step is a POST_BUILD command tied to the
# executable target, so it only reruns when the ELF itself relinks. That
# means regenerating dusk.dsk (assets) alone, without touching any C
# source, silently leaves EBOOT.PBP embedding a stale asset pak. Repack it
# here as a normal file-tracked custom command depending on both the
# executable and the asset zip, so EBOOT.PBP always reflects the current
# assets even when nothing else about the build changed.
set(DUSK_PSP_EBOOT "${DUSK_BUILD_DIR}/EBOOT.PBP")
if(BUILD_PRX)
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>.prx")
else()
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>")
endif()
add_custom_command(
OUTPUT "${DUSK_PSP_EBOOT}"
COMMAND "$ENV{PSPDEV}/bin/pack-pbp" "${DUSK_PSP_EBOOT}" "${DUSK_PSP_PARAM_SFO}"
"NULL" "NULL" "NULL" "NULL" "NULL"
"${DUSK_PSP_EXECUTABLE}" "${DUSK_ASSETS_ZIP}"
DEPENDS
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_PSP_PARAM_SFO}"
"${DUSK_ASSETS_ZIP}"
COMMENT "Repacking EBOOT.PBP (tracks executable + asset pak freshness)"
VERBATIM
)
add_custom_target(DuskPspEbootRepack ALL DEPENDS "${DUSK_PSP_EBOOT}")