Files
dusk/cmake/targets/psp.cmake
T
YourWishes f8f8a80a21 Add MP3 audio stream support with hardware/software decoder backends
New ASSET_LOADER_TYPE_MP3 (hand-rolled MPEG-1/2/2.5 Layer III header
parser - no third-party dependency needed just for metadata, since PSP's
hardware path doesn't need one at all) plus a shared audiostreammp3.c
stream layer mirroring audiostreampcm.c's shape. Generalized the stream
dispatch (hoisted sampleRate/channels onto audiostream_t, added
audioStreamGetTotalFrames()/Seek()/Read()) so all three platform audio
backends keep working unchanged, just calling the generic names instead
of PCM-specific ones.

Two decoder backends behind one interface: PSP uses the real sceMp3
hardware decoder (firmware-offloaded, lazily initialized on first use);
Linux and Dolphin share one minimp3-based software decoder (public
domain, vendored via CMake FetchContent) - libogc's own MP3Player wraps
libmad (GPL) and drives its own output pipeline, not a fit for the
ansnd-based architecture already in place, so skipped in favor of the
shared minimp3 path.

Fixed three real bugs found via hardware/runtime testing along the way:
- LAME's Xing header counts its own placeholder frame in the declared
  total, which made playback stall permanently one frame short of the
  declared end (looked like "never loops") - fixed by subtracting it.
- sceMp3Decode() can return more PCM than one MPEG frame's worth in a
  single call (PSP's pcmBuf is provisioned for 2x), overflowing the
  shared per-frame decode buffer with no bound check - very intermittent
  corruption/clicking on real hardware. Widened the buffer to the real
  worst case and added an assertion.
- sceMp3ResetPlayPosition()'s exact internal reset semantics aren't
  documented precisely enough to trust for looping - occasionally
  disagreed with the fresh stream position fed right after, clicking at
  the loop boundary about 1 in 3-4 loops. Rewind now fully tears down and
  recreates the decoder instead, the same path already proven correct at
  first Init. Also widened the PSP ring buffer to absorb that now-heavier
  operation, capping each top-up call's own work so the bigger buffer
  doesn't turn into one long blocking decode burst instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 08:21:30 -05:00

124 lines
3.8 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
)
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}")