Added optimized device builds and harden the Embedded toolchain setup in both the PlayDate bindings and HelloPlayDate example targets.

This commit is contained in:
2026-07-25 10:53:44 +02:00
parent dfeadabfb6
commit 19af75cf7b
6 changed files with 47 additions and 7 deletions
+18 -3
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@@ -18,6 +18,21 @@ The script compiles the game as a dylib, places it in `Source/` next to
## Device builds
Running on hardware requires the Embedded Swift + ARM toolchain pipeline
(see the repository README and Apple's swift-playdate-examples for the
Makefile setup). This example covers the simulator workflow only.
The Makefile cross-compiles the game with Embedded Swift and packages a
`HelloPlaydate.pdx` containing both the device binary and the simulator
dylib. It needs:
- the Playdate SDK (`PLAYDATE_SDK_PATH`, or the path in `~/.Playdate/config`),
- the Arm GNU toolchain (`arm-none-eabi-gcc`) on `PATH`,
- a swift.org development-snapshot toolchain (Xcode's toolchain does not
ship the Embedded Swift stdlib for the device target). A toolchain
installed at `~/Library/Developer/Toolchains` is picked up automatically;
otherwise pass `TOOLCHAINS=<bundle id>`.
```sh
make
```
Swift code is compiled with `-Osize` by default; use `make SWIFT_OPT=-O` to
favor speed over size. Sideload the pdx from the Playdate Simulator
(Device > Upload Game to Device) or with the SDK's `pdutil`.
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+21 -2
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@@ -4,7 +4,7 @@ STACK_SIZE = 61800
# Locate the Playdate SDK
SDK = ${PLAYDATE_SDK_PATH}
ifeq ($(SDK),)
SDK = $(shell egrep '^\s*SDKRoot' ~/.Playdate/config | head -n 1 | cut -c9-)
SDK = $(shell sed -nE 's/^[[:space:]]*SDKRoot[[:space:]]+//p' ~/.Playdate/config | head -n 1)
endif
ifeq ($(SDK),)
@@ -28,18 +28,37 @@ else
$(error Swift toolchain not found; set ENV value TOOLCHAINS (e.g. TOOLCHAINS=org.swift.59202403121a make))
endif
# Note: paths containing spaces are not supported (make word-splits them).
GCC_INCLUDE_PATHS := $(shell $(CC) -E -Wp,-v -xc /dev/null 2>&1 | egrep '^ ' | xargs echo )
ifeq ($(GCC_INCLUDE_PATHS),)
$(error arm-none-eabi C headers not found; install the Arm GNU toolchain and ensure $(CC) is runnable)
endif
SWIFT_EXEC := "$(shell TOOLCHAINS=$(TOOLCHAINS) xcrun -f swiftc)"
# With an unknown TOOLCHAINS id, xcrun silently falls back to Xcode's swiftc,
# which lacks the Embedded ARM stdlib; fail early with a clear message.
ifeq ($(findstring .xctoolchain,$(SWIFT_EXEC)),)
$(error swiftc for toolchain "$(TOOLCHAINS)" not found (xcrun returned $(SWIFT_EXEC)); install a swift.org toolchain or set TOOLCHAINS)
endif
TOOLCHAIN_PATH := $(shell echo $(SWIFT_EXEC)|sed s'/.xctoolchain.*/.xctoolchain/')
$(info Using Swift toolchain "$(TOOLCHAINS)" (from $(TOOLCHAIN_PATH)))
# Optimization mode for Swift compiles. -Osize targets small code, which
# suits the device's flash/RAM budget (measured 15% smaller than -O on the
# HelloPlaydate example); override per-build for maximum speed instead:
# `make SWIFT_OPT=-O`. For larger games, appending
# `-Xfrontend -mergeable-symbols -Xfrontend -mergeable-traps` lets the
# linker deduplicate stdlib code specialized into both the wrapper and the
# game module.
SWIFT_OPT ?= -Osize
C_FLAGS := \
$(addprefix -I ,$(GCC_INCLUDE_PATHS)) \
SWIFT_FLAGS := \
$(addprefix -Xcc , $(C_FLAGS)) \
-O \
$(SWIFT_OPT) \
-wmo -enable-experimental-feature Embedded \
-Xfrontend -disable-stack-protector \
-Xfrontend -function-sections \