Rust on Dreamcast: Difference between revisions

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(Replaced content with "thumb|Ferris holding his Dreamcast controller '''Please visit [https://dreamcast.rs/ dreamcast.rs]!''' The Rust for Dreamcast documentation has now [https://dreamcast.rs been migrated into an mdBook]!")
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Preliminary support exists for developing for the Dreamcast using the Rust programming language. This is a bit of a challenge, however, as the official Rust compiler is based on the LLVM toolchain infrastructure, which does not support the Dreamcast's CPU SuperH architecture. Dreamcast programming is instead done with GCC, the GNU Compiler Collection. There exists two solutions to this problem:
[[File:Rust-dc-logo.png|thumb|Ferris holding his Dreamcast controller]]


* rustc_codegen_gcc: A libgccjit codegen backend for rustc (preferred method)
'''Please visit [https://dreamcast.rs/ dreamcast.rs]!'''
* gccrs: a Rust frontend for GCC


=rustc_codegen_gcc=
The Rust for Dreamcast documentation has now [https://dreamcast.rs been migrated into an mdBook]!
GCC includes a component called '''libgccjit''' which provides an API for an embeddable just-in-time code generator using GCC, useful for creating programs like interpreters. However, this component can also be used to generate code ahead of time as well. '''rustc_codegen_gcc''' is a project which interfaces the official Rust compiler with the libgccjit API to generate machine code from Rust using the GCC backend. With this, we can compile Rust programs for Dreamcast using familiar compiler tools such as <code>rustc</code> and <code>cargo</code>! The familiar borrow checker still works, and one can write <code>#![no_std]</code> crates with full <code>libcore</code> support. An experimental crate binding with [[KallistiOS]] provides <code>liballoc</code> functionality such as a heap and familiar collections like Vec, String, etc. as well.
 
==Building a cross-compiling libgccjit.so for rustc_codegen_gcc==
* already have KOS toolchain and KOS set up
* clone rust-for-dreamcast repo to /opt/toolchains/dc/rust
* drop antoyo-gcc config and both patches into your kos dc-chain dir
* compile toolchain to /opt/toolchains/dc/rust, putting libgccjit.so at /opt/toolchains/dc/rust/sh-elf/lib/libgccjit.so
 
==Building rustc_codegen_gcc==
* copy wrappers to /opt/toolchains/dc/bin (or add /opt/toolchains/dc/rust/wrappers to $PATH?)
* clone rustc_codegen_gcc repo to /opt/toolchains/dc/rust/rustc_codegen_gcc
* save /opt/toolchains/dc/rust/sh-elf/lib to gcc_path file
* copy sh-elf.json to /opt/toolchains/dc/rust/rustc_codegen_gcc
* patch out duplicate symbols in src/context.rs
* add SH4 precision mode to src/base.rs
* patch build_system/src/config.rs to alter default linker call
* patch build_sysroot/Cargo.toml to remove std and test from being pulled in
* y.sh clean
* y.sh prepare --cross
* y.sh build
 
==Creating a new project using Cargo==
* create an empty staticlib crate with target in .cargo/config
* add kos-rs crate from /opt/toolchains/dc/rust/kos-rs path
 
==Compiling individual modules into object files with rustc==
 
=gccrs=
gccrs implements a Rust compiler frontend for GCC. This essentially means implementing a new Rust compiler from the ground up using the GCC toolchain infrastructure. This project is in early stages and is targeting the Rust 1.49 revision from December 2020. As of this writing (February 2024), it is not yet able to compile Rust's <code>libcore</code>, so many basic language features are unimplemented or not functional. Additionally, Rust standard tooling like <code>cargo</code> is not available, nor is borrow checking implemented. It is possible to use this compiler by compiling either GCC 14.0.1-dev or GCCRS git repo.
 
==Building a GCCRS-enabled toolchain==
==Setting up Makefiles to compile Rust modules==

Latest revision as of 01:19, 2 January 2025

Ferris holding his Dreamcast controller

Please visit dreamcast.rs!

The Rust for Dreamcast documentation has now been migrated into an mdBook!