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Coding Style

Ivan edited this page Jul 9, 2015 · 26 revisions

We recommend to follow these guidelines when writing code for RPCS3. They aren't very strict rules since we want to be flexible and we understand that under certain circumstances some of them can be counterproductive. Just try to follow as many of them as possible:


General coding style

  • Variable naming: lower_case_underscored
    • Globals: g_*
    • Class members: m_*
    • Statics: s_*
  • Avoid #defines, use constant variables instead.
  • Put curly-brackets ({ and }) on the next line.
  • Try to eliminate all compiler warnings from your code.
  • Try to use C++ standard data types whenever it's possible (e.g. std::string instead of wxString).
  • Comment every hack you do, every snippet you comment out and every improvable code.
  • If you have to comment or place a commented code snippet, include the reasons to do that in the comment.

Emulator coding style

  • Module functions and lv2 syscalls:
    • Handle file accesses using VFS functions.
    • Return defined error codes. That is, use return CELL_OK; instead of return 0;.
    • Do not delete the entries in rpcs3/Emu/SysCalls/FuncList.cpp after implenting a function.
  • Use only limited number of types in function arguments and result type.
    • Use s8, s16, s32, s64 for integral signed types.
    • Use u8, u16, u32, u64 for unsigned types.
    • Use float, double for floating point numbers.
    • Use b8 for bool; char for representing UTF-8 string character.
    • Don't use be_t<> in function arguments/results, they are already little-endian.
    • But don't forget that dereferencing vm::ptr for PS3 leads to big-endian values.
  • Use vm::ptr<> arguments instead of pointers.
    • Pointers to the datatype T are vm::ptr<T>. For example, void *buf becomes vm::ptr<void> buf.
    • Pointers to the datatype const T are vm::ptr<const T>. For example, const char *path becomes vm::ptr<const char> path.
    • Pointers to the function T(T1 arg1, ...) are vm::ptr<T(T1 arg1, ...)>.
    • The function may be defined as typedef T(func_name)(T1 arg1, ...);, which becomes vm::ptr<func_name>.
    • Notice that vm::ptr<u32> and vm::ptr<be_t<u32>> are equal, because be_t<> template is implicitly applied in vm::ptr<> for basic types. You always work with big endian values in ps3 virtual memory, excepting some very rare cases.
  • Allocate memory for temporary variables with vm::var<> or vm::stackvar<>.
    • Don't forget to switch endianness: That is, allocate u32 with vm::stackvar<be_t<u32>>
  • Switch endianness of constants on compile time if possible:
    • When comparing be_t<u32> x with the constant y, use: x.data() and se32(y) respectively to gain speed by switching endianness on y in compilation time.
    • be_t<>.data() method always returns the value of unsigned integer type (u16, u32, u64), as se16(), se32(), se64() do.
    • You are not forced to do it, especially if it decreases readability too much or you are not sure.
    • You can safely use only limited number of operations on raw big endian .data() or se**(): comparison with zero, logical bitwise &, |, ^ and ~.
  • Don't forget logging at the top of every function. Print all its arguments with %d or 0x%x (always use 0x%x if not sure).
    • Don't forget 0x in 0x%x. It may be really confusing.
    • Use moduleName->Todo() and other associated methods.
    • Use .Todo() method for unimplemented functions.
    • Use .Error() method to print error inside of function that may require user's attention. For example, some file is not found or some emulation option is not set correctly.
    • Use .Warning() method for partially implemented functions which still have some unimplemented functionality.
    • Use .Notice() method to print debug information unconditionally.
    • Use .Log() method for well implemented functions.
    • Don't return CELL_OK and other error codes if the function result type doesn't mean error code.
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