Rust on Dreamcast: Difference between revisions

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[[File:Rust-dc-logo.png|thumb|Ferris holding his Dreamcast controller]]
[[File:Rust-dc-logo.png|thumb|Ferris holding his Dreamcast controller]]


'''Rust''' is a systems programming language rising in popularity which emphasizes memory safety and performance. Due to its operating at a low level, it is an ideal candidate for running on the Dreamcast. Doing so presents a bit of a challenge, however, as the official Rust compiler is based on the [https://llvm.org/ LLVM] toolchain infrastructure, which does not support the Dreamcast CPU's SuperH architecture. Dreamcast programming is instead typically done with [https://gcc.gnu.org/ GCC], the GNU Compiler Collection. There are currently two viable solutions to this challenge:
'''Please visit [https://dreamcast.rs/ dreamcast.rs]!'''


* '''rustc_codegen_gcc''': A libgccjit-based codegen backend for rustc (preferred method)
The Rust for Dreamcast documentation has now [https://dreamcast.rs been migrated into an mdBook]!
* '''gccrs''': a Rust frontend for GCC
 
While neither solution is complete at this time, '''rustc_codegen_gcc''' is much further along and is quite usable with some patience with its current limitations and rapid change. On the other hand, '''gccrs''' can compile for Dreamcast, but is in a very early stage, with much of the language unimplemented and no '''libcore''' support. Below we will focus on using rustc_codegen_gcc. For more information on using gccrs, see the [[gccrs]] page.
 
=Building rustc_codegen_gcc to develop on Dreamcast=
With [https://github.com/rust-lang/rustc_codegen_gcc rustc_codegen_gcc], we can interface the standard '''rustc''' compiler frontend with '''libgccjit''', a GCC code-generation API. With the help of the [https://github.com/darcagn/rust-for-dreamcast '''Rust-for-Dreamcast''' repo] and the [https://github.com/darcagn/kos-rs '''kos-rs''' crate] containing some early basic [[KallistiOS]] bindings, we can set up rustc_codegen_gcc to compile Rust programs with [https://doc.rust-lang.org/core/ '''core'''] and [https://doc.rust-lang.org/alloc/ '''alloc'''] support (but not the entirety of [https://doc.rust-lang.org/std/ '''std''']). Rust-for-Dreamcast includes wrapper scripts to invoke the rustc and '''cargo''' tools in a familiar way. The familiar borrow checker still works, and one can import and use <code>no_std</code> crates. Despite this support, rustc_codegen_gcc is still in active development, so if using such a setup, expect that things may change rapidly over time. We will need to use some provided patches and scripts to make this solution work. See the rustc_codegen_gcc [https://blog.antoyo.xyz/ progress reports] for more information on the upstream project's progress.
 
'''What Works'''
* '''libcore''' -- the core components of the language for running on bare metal (basics like integers, floats, enums, bools, chars, tuples, arrays, slices, closures, iterators, etc.)
* '''liballoc''' -- the core components of the language that require a heap, including collections (Vec, String, Box, etc.)
* linking to KallistiOS -- KallistiOS and kos-ports can be used if one manually manages interoperating with C via '''unsafe'''
* including <code>no_std</code> crates with the <code>cargo</code> build system
'''Future Goals'''
* '''libc''' support -- Adding KallistiOS support to Rust's libc crate
* '''libstd''' support -- built-in language support for I/O, networking, threads, time and date, HashMap/HashSet, unwinding on panic, etc.
* KallistiOS bindings -- properly idiomatic Rust support for KallistiOS
* Inclusion as a tier 3 target officially
* Expansion of <code>cargo-dc</code> to support more dcdev-specific functionallity like generating Dreamcast disc images using metadata specified in <code>Cargo.toml</code>
 
==Prerequisites==
 
We will build rustc_codegen_gcc support for the Dreamcast in the instructions below. Before we begin, though:
* You must already have a KallistiOS development environment set up. This means you have installed the typical dependencies, you have created a cross-compiling toolchain for SH4, you have set up your KallistiOS <code>environ.sh</code> file, and you have built KallistiOS with it. Ideally, you will already have at least some familiarity with KallistiOS dev already. See [[Getting Started with Dreamcast development]] for more information, as well as the [https://kos-docs.dreamcast.wiki/ KallistiOS Doxygen].
** For the purposes of this guide, we will assume you are using the standard paths for Dreamcast development tools; i.e. your environment is set up in  <code>/opt/toolchains/dc</code>. Some included scripts and examples may assume this.
** Your KallistiOS installation will need its <code>KOS_SH4_PRECISION</code> setting set to <code>-m4-single</code>. At this time, rustc_codegen_gcc support will not compile with KallistiOS's default <code>-m4-single-only</code> setting. This setting can be changed in KallistiOS's <code>environ.sh</code>, but changing the setting may require you to rebuild your toolchain if you have not built it with <code>m4-single</code> support (which is off by default, but can be enabled in the <code>config.mk</code> file). Once you modify the setting in your <code>environ.sh</code> and re-source the <code>environ.sh</code>, you'll need to rebuild KallistiOS with a <code>make clean</code> and <code>make</code> for the changes to take effect. '''kos-ports''' being used will also need rebuilding with <code>-m4-single</code>. Keep in mind, however, that because KallistiOS doesn't officially support <code>-m4-single</code> yet, some things may be broken, especially libraries in kos-ports that haven't been heavily tested with this setting.
* You must already have a relatively up-to-date Rust installation, either using your operating system's package manager or [https://rustup.rs/ rustup]. Ideally, you will already have some familiarity with Rust's tools.
* Install the <code>jq</code> and <code>xxd</code> packages for your operating system. <code>xxd</code> might be part of <code>vim</code> depending on the organization of your operating system's package manager.
 
''If you run into any errors or other challenges while following this tutorial, or simply need clarification on any of the steps, feel free to ask for assistance on the [https://dcemulation.org/phpBB/viewforum.php?f=29 message board] and we would be happy to aid you and update the guide for the benefit of future readers and others in the community.''
 
==Building a cross-compiling libgccjit.so for rustc_codegen_gcc==
Before we can use rustc_codegen_gcc, we must compile <code>libgccjit.so</code>, the libgccjit library, for your system. This entails building a unique copy of the SH4 toolchain in its own directory under <code>/opt/toolchains/dc/rust</code>, using a forked version of GCC with enhancements made to libgccjit. The forked version is based on the latest GCC 14.0.1 development branch.
* '''NOTE''': This forked version of GCC 14.0.1 with libgccjit changes is actively developed alongside rustc_codegen_gcc itself, so if you update your rustc_codegen_gcc installation later, you may also need to rebuild libgccjit to pull down new changes rustc_codegen_gcc depends upon as well.
 
We will first clone the Rust-for-Dreamcast repository, which contains various supporting files needed to create Rust support for Dreamcast. Using <code>git</code>, clone the repository to <code>/opt/toolchains/dc/rust</code>:
git clone https://github.com/darcagn/rust-for-dreamcast /opt/toolchains/dc/rust
Enter your KallistiOS installation's <code>dc-chain</code> directory:
cd /opt/toolchains/dc/kos/utils/dc-chain
Clear out any existing build files:
make clean-keep-archives
Copy the necessary toolchain patches to your <code>dc-chain</code> setup:
cp /opt/toolchains/dc/rust/toolchain/*.diff patches/
Copy the rustc_codegen_gcc toolchain configuration file into place:
cp /opt/toolchains/dc/rust/toolchain/config.mk.rustc.sample config.mk
Make any desired changes to this <code>config.mk</code> configuration file (e.g., change <code>makejobs=-j2</code> to the number of CPU threads you'd like to use during compilation), and then compile the SH4 toolchain:
make build-sh4
When this command is completed successfully, a new SH4 cross-compiler toolchain will exist at <code>/opt/toolchains/dc/rust/sh-elf</code> and your  <code>libgccjit.so</code> will be installed to <code>/opt/toolchains/dc/rust/sh-elf/lib/libgccjit.so</code>.
 
==Building rustc_codegen_gcc==
Now that we have libgccjit built, we can use rustc_codegen_gcc to interface with it to generate SuperH machine code from Rust. Clone the rustc_codegen_gcc repository to your rust directory:
git clone https://github.com/rust-lang/rustc_codegen_gcc.git /opt/toolchains/dc/rust/rustc_codegen_gcc
rustc_codegen_gcc needs a <code>config.toml</code> file that specifies the location of <code>libgccjit.so</code>. Let's write the the <code>gcc-path</code> to the location of our <code>libgccjit.so</code> library file in this file:
echo 'gcc-path = "/opt/toolchains/dc/rust/sh-elf/lib"' > /opt/toolchains/dc/rust/rustc_codegen_gcc/config.toml
The Rust-for-Dreamcast repository contains scripts and wrappers to assist you in building rustc_codegen_gcc and using it in conjunction with <code>cargo</code> and <code>rustc</code>. You'll need to add the path to those scripts to your <code>PATH</code> environment variable:
export PATH="/opt/toolchains/dc/rust/bin:$PATH"
You may also want to add the above line to your shell's startup file or else you'll need to re-run it every time you start a new shell.
 
Now we can use the included Rust-for-Dreamcast scripts to set up rustc_codegen_gcc. Patches need to be applied to rustc_codegen_gcc for it to compile properly for our target platform. Let's apply them:
rcg-dc patch
Now we can prepare and build rustc_codegen_gcc!
rcg-dc prepare
rcg-dc build
 
=Using Rust for Dreamcast=
If all went well, rustc_codegen_gcc will have built successfully.
 
You can now use the scripts included in the Rust for Dreamcast repo:
* the <code>rcg-dc</code> script can be used to rebuild the rustc_codegen_gcc code after updating or editing it
* the <code>rustc-dc</code> script can be used to compile Rust modules
* the <code>cargo-dc</code> script can be used to build Rust crates
 
Examples are included with the Rust for Dreamcast repo to help you get started:
* [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-hello <code>cargo-hello</code>] demonstrates how to create a simple "Hello, world!" application with KallistiOS using <code>cargo</code>
* [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-cube <code>cargo-cube</code>] demonstrates a Rust project using KallistiOS with GLdc
* [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-addlib <code>cargo-addlib</code>] demonstrates how to create a Rust library that can be included with a KallistiOS project
* [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/rustc-hello <code>rustc-hello</code>] demonstrates how to compile and include a Rust module into a standard KallistiOS <code>Makefile</code>-based project
 
==Creating a new Rust project with Cargo==
First, we'll demonstrate creating a new "Hello, world!" project with <code>cargo-dc</code>. This will follow the [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-hello <code>cargo-hello</code>] example included in the Rust-for-Dreamcast repo.
 
The Cargo-based examples rely on the [https://github.com/darcagn/kos-rs '''kos-rs'''] crate being present on your computer locally. This is in a separate repo, so let's pull it down now:
git clone https://github.com/darcagn/kos-rs /opt/toolchains/dc/rust/kos-rs
 
In a directory of your choosing, let's invoke <code>cargo-dc</code> to create a new project and then enter the directory:
cargo-dc new hello
cd hello
 
Let's add our kos-rs crate to gain access to current KallistiOS bindings. Open <code>Cargo.toml</code> in your text editor and add:
<syntaxhighlight lang="toml">
[dependencies]
kos = { package = "kos-rs",  path = "/opt/toolchains/dc/rust/kos-rs" }
</syntaxhighlight>
 
Now we can open up <code>src/main.rs</code> and write our "Hello, world!" example code:
<syntaxhighlight lang="rust" line>
#![no_std]
#![no_main]
extern crate alloc;
use kos::println;
 
#[no_mangle]
fn main(_argc: isize, _argv: *const *const u8) -> isize {
    println!("Hello, world!");
    return 0;
}
</syntaxhighlight>
 
* <syntaxhighlight lang="rust" inline>#![no_std]</syntaxhighlight> and <syntaxhighlight lang="rust" inline>#![no_main]</syntaxhighlight> tell Rust that our project does not use the standard library and we will not have Rust use a <code>main</code> function as an entry point -- this will be handled by KallistiOS.
* <syntaxhighlight lang="rust" inline>extern crate alloc;</syntaxhighlight> tells Rust to use the alloc crate to gain access to heap-allocated types (in our case, <code>String</code>).
* <syntaxhighlight lang="rust" inline>use kos::println!;</syntaxhighlight> tells Rust to use the <code>println!</code> macro defined in the kos-rs crate. With this, we can print output to our <code>dc-tool</code> console.
* <syntaxhighlight lang="rust" inline>#[no_mangle]</syntaxhighlight> tells Rust to disable name mangling so that the <code>main</code> function can be used by KallistiOS.
* Finally, we have a <syntaxhighlight lang="rust" inline>fn main</syntaxhighlight> with the function signature of a typical C <code>main</code> function, containing a basic "Hello, world!" exclamation.
 
Now we can use <code>cargo-dc build</code> to build our project. If all goes well, there will be a <code>target/sh-elf/debug/hello.elf</code> file that can be sent to the Dreamcast with <code>dc-tool</code>.
If you have <code>KOS_LOADER</code> set in your KallistiOS environment, you can invoke it directly with <code>cargo-dc run</code>.
 
==Creating a Rust project using kos-ports libraries==
[[File:Rust-Cube rustc codegen-gcc demo.gif|thumb|cube example in action]]
The [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-cube <code>cargo-cube</code>] example included in the Rust-for-Dreamcast repo demonstrates creating a rotating 3D cube using Rust as the primary language, while calling C functions provided by the '''GLdc''' library available in kos-ports. This project's initial setup is done the same as the above <code>cargo-hello</code> example.
 
'' '''NOTE''': If you already had GLdc built, make sure you pull the latest GLdc and rebuild with <code>-m4-single</code> -- a very recently fixed bug prevented this demo from working properly under <code>-m4-single</code>.''
 
We'll be using the GLdc graphics and libm math libraries, so we need to tell <code>cargo-dc</code> to link them in. To do this, we'll add a <code>build.rs</code> file to the root of the crate with the following code:
<syntaxhighlight lang="rust">
fn main() {
    println!("cargo:rustc-link-lib=GL");
    println!("cargo:rustc-link-lib=m");
}
</syntaxhighlight>
 
We don't need to add the paths to these libraries, because adding the common paths to KallistiOS libraries is already done for us in the kos-rs crate. However, if in your project you need to include a separate unique library path, you can do that like so:
<syntaxhighlight lang="rust">
println!("cargo:rustc-link-search=native={}", lib_path);
</syntaxhighlight>
 
While not shown here, in the example our <code>build.rs</code> also demonstrates how to use a build script to convert JPG images to VQ-compressed textures with the <code>vqenc</code> tool included with KallistiOS. These texture files are then included in our project using the <syntaxhighlight lang="rust" inline>include_bytes!</syntaxhighlight> macro.
 
The workings of this example's source code are too great to detail here line-by-line, but the example demonstrates declaring and binding external C functions, constants, and structures and then using them in Rust code. Since the entirety of the example is C interop, the <code>main()</code> source is wrapped in <code>unsafe {}</code>. In the future, this would be much less necessary as higher level safe Rust bindings to KallistiOS and other libraries become mature.
 
==Creating a Rust library==
Next, we'll demonstrate creating a Rust library with <code>cargo-dc</code> that can be included in other Dreamcast code. This will follow the [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/cargo-addlib <code>cargo-addlib</code>] example included in the Rust-for-Dreamcast repo. Once again, this project's initial setup is done the same as the above <code>cargo-hello</code> example, but you'll create the new project using <code>cargo-dc new --lib addlib</code> to specify that we're creating a library named <code>addlib</code>. You'll also need to add the following text to this project's <code>Cargo.toml</code> file:
 
<syntaxhighlight lang="toml">
[lib]
crate-type = ["staticlib"]
</syntaxhighlight>
 
This tells Rust to build a static <code>.a</code> library archive file from our code, which is located in <code>src/lib.rs</code>:
 
<syntaxhighlight lang="rust" line>
#![no_std]
extern crate alloc;
use kos::print;
 
#[no_mangle]
pub extern "C" fn print_added(a: isize, b: isize) {
    print!("{}", a + b);
}
 
#[no_mangle]
pub extern "C" fn add_integers(a: isize, b: isize) -> isize {
    a + b
}
</syntaxhighlight>
 
The source code here starts similarly to the "Hello, world!" example, except we don't need to specify <syntaxhighlight lang="rust" inline>#![no_main]</syntaxhighlight> as this is a library which wouldn't have a <code>main()</code> function anyway.
 
Two simple functions are provided: one for adding two integers and returning the result, and another for adding two integers and printing the result as text. Because these functions use <syntaxhighlight lang="rust" inline>#[no_mangle]</syntaxhighlight> and are declared <syntaxhighlight lang="rust" inline>extern "C"</syntaxhighlight>, they can be called by name in C code that links this library.
 
When built using <code>cargo-dc build</code>, a <code>target/sh-elf/debug/libaddlib.a</code> file will be generated. This can be linked into other projects to gain the use of these functions.
 
For example, this can be added to a standard <code>Makefile</code>-based KallistiOS project by editing the <code>Makefile</code>:
<syntaxhighlight lang="make">
$(TARGET): $(OBJS)
kos-cc -o $(TARGET) $(OBJS) -L/opt/toolchains/dc/rust/examples/cargo-addlib/target/sh-elf/debug -laddlib
</syntaxhighlight>
 
Then, we can use the code in our C source:
<syntaxhighlight lang="c">
/* Declare the external function from the Rust library */
int add_integers(int a, int b);
 
/* Use the function */
printf("Five plus six is %d\n", add_integers(5, 6));
</syntaxhighlight>
 
==Compiling individual modules into object files with rustc==
If we'd like to mix C and Rust code in the same <code>Makefile</code>-based KallistiOS project without building an entirely separate library, we can do that as well. This is demonstrated in the [https://github.com/darcagn/rust-for-dreamcast/tree/master/examples/rustc-hello <code>rustc-hello</code>] example included in the Rust-for-Dreamcast repo.
 
Instead of using <code>cargo-dc</code>, we can invoke the <code>rustc-dc</code> script in our <code>Makefile</code> to build Rust modules. If we assume the Rust module file is named <code>example.rs</code>, you'll need to add <code>example.o</code> as an object file in your <code>Makefile</code>'s <code>OBJS =</code> declaration. For example, if the project has two source files <code>hello_c.c</code> and <code>hello_rust.rs</code>, our <code>Makefile</code> would have a line like this:
<syntaxhighlight lang="make">
OBJS = hello_c.o hello_rust.o
</syntaxhighlight>
 
Additionally, you'll need to add the following lines so that <code>make</code> knows how to compile Rust modules into <code>.o</code> object files:
<syntaxhighlight lang="make">
%.o: %.rs
rustc-dc $< -o $@
</syntaxhighlight>
 
The example code demonstrates starting a C <code>main()</code> function to call a Rust function which builds a <code>String</code> containing the "Hello, world!" text which is passed back to a C function which prints <code>String</code>s.
 
==Adjusting build settings==
Build settings can be adjusted through the <code>CG_GCCFLAGS</code> and <code>CG_RUSTFLAGS</code> environment variables. For example, invoking cargo like so:
CG_GCCFLAGS="-freorder-blocks-algorithm=simple" cargo-dc build
will build the project while passing along the <code>-freorder-blocks-algorithm=simple</code> optimization setting to the GCC backend. <code>rustc-dc</code> will also pass through these settings. If you wish to adjust the default flags passed to GCC, they are specified in the <code>common.sh</code> file.
If you wish to have <code>cargo-dc</code> pass through <code>RUSTFLAGS</code> arguments to the <code>rustc</code> compiler frontend, you can do so by using the <code>CG_RUSTFLAGS</code> environment variable.

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!