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Coding Style

Ivan edited this page Sep 25, 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.
  • Don't use /**/ for commenting out multiple lines. Use // on every line instead. In Visual Studio, for example, you can just select desired lines and use Ctrl+K,C combination to comment every line with //, Ctrl+K,U reverts this.

Emulator coding style

  • Module functions and lv2 syscalls:
    • Access files using VFS functions.
    • Return defined error codes. That is, use return CELL_OK; instead of return 0;.
    • Do not modify the entries in rpcs3/Emu/SysCalls/FuncList.cpp after implenting a function.
  • Use only limited number of types as function arguments and result types.
    • Use s8, s16, s32, s64 for signed integral types. These are aliases to std::int8_t, std::int16_t, std::int32_t, std::int64_t respectively.
    • Use u8, u16, u32, u64 for unsigned integral types. These are aliases to std::uint8_t, std::uint16_t, std::uint32_t, std::uint64_t respectively.
    • Use f32 and f64 for floating point numbers. These are aliases to float and double.
    • Use b8 instead of bool.
    • Use char for UTF-8 string characters, usually as vm::cptr<char>. Don't treat char values as signed or unsigned numbers.
    • 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 for pointers.
    • Pointer to the datatype T is vm::ptr<T>. For example, void *buf becomes vm::ptr<void> buf.
    • Pointer to the datatype const T is vm::cptr<T>. For example, const char *path becomes vm::cptr<char> path.
    • Pointers to the function T(T1 arg1, ...) are vm::ptr<T(T1 arg1, ...)>.
    • The function may be defined as an alias: using func_name = T(T1 arg1, ...);, then used as vm::ptr<func_name>.
    • Note that types 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.
    • Pointers in PS3 memory must be big-endian: define them as vm::bptr or vm::bcptr.
  • Allocate memory for temporary variables with vm::var<>.
  • 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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