[llvm-dev] Clang for the PlayStation 2

Dan Ravensloft via llvm-dev llvm-dev at lists.llvm.org
Fri Sep 7 03:56:54 PDT 2018


On Fri, 7 Sep 2018 at 09:58, UE US <uexplorer666 at gmail.com> wrote:

> Hi,
>
> Years ago, I got to go through the magical adventure of building a working
> Cell compiler based on LLVM / Clang for the PS3.  It was supposed to be
> open sourced / upstreamed to llvm, but of course the company didn't want to
> pay for the extra hours that would take. :P
>
Heh, I'm not getting paid anything for this.


> I'm not sure how bad the GCC compiler for PS2 is, but if it's anything
> like the PS3 one I'd suggest to watch out that any Sony ABI docs probably
> have glaring faults somewhere.  :D
>
Yup, the PS2 docs are...okay, but not great. The IOP is entirely
undocumented, for example. There's no specific Sony ABI, though.


> I don't know how much I can help with the PS2 / EE but I've noticed that
> some of that type of design stuff tends to persist so when you get to that
> area of it let me know if you run into any problems and they might refresh
> my memory on something that can help;  never know.
>
Sure, I'm going to try to make my misadventures public for posterity so
that anybody who comes along later can continue my work if they wish.

I've got a debug/test PS3 with a hardware Emotion Engine as well if you
> want any spot checks on that particular version of the platform.  I'm
> guessing the actual debugging part is either already covered or easier via
> an emulator + PC at this point, and I don't have it set up for that.
>
Can't say no to free hardware, although a TOOL might be nice, providing
Sony haven't destroyed them all.

Just thought I'd offer, not much but it can't hurt when diving into that
> kind of "fun" :D :D
>
> Cheers,
> -G
>
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