wip(0.S3): calls into the runtime get its states supplied; the emitter's own calls to runtime functions reach their thunks; the migration names the runtime's states per file
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
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a476ec7976
commit
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15 changed files with 54328 additions and 53309 deletions
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@ -445,7 +445,7 @@ function emit_game_main() -> void {
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emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
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emit(" store i32 %argc, ptr @L_argc\n")
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emit(" store ptr %argv, ptr @L_argv\n")
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if (find_fn("rt_init") != null) { emit(" call void @fn_rt_init()\n") }
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if (find_fn("rt_init") != null) { emit(" call void " + fn_sym("rt_init") + "()\n") }
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emit(" call void @L_init_globals()\n")
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emit_calls_for_phase("Start")
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# enter the start scene once, after boot: store its id and run its on-enter.
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@ -463,7 +463,7 @@ function emit_game_main() -> void {
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let r = emit_bind("load i32, ptr @L_running")
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let rc = emit_bind(`icmp ne i32 {r}, 0`)
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if (find_fn("rt_running") != null) {
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let pr = emit_bind("call i32 @fn_rt_running()")
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let pr = emit_bind("call i32 " + fn_sym("rt_running") + "()")
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let pc = emit_bind(`icmp ne i32 {pr}, 0`)
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let go = emit_bind(`and i1 {rc}, {pc}`)
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emit(" br i1 "); emit(go); emit(", label %body, label %done\n")
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@ -478,11 +478,11 @@ function emit_game_main() -> void {
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# and the game no longer has to call Input.poll by hand. A game that uses no Input
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# runtime keeps the plain rt_poll path, byte-identical.
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if g_uses_input and (find_fn("input_drive") != null) {
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let k = emit_bind("call i32 @fn_input_drive()")
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let k = emit_bind("call i32 " + fn_sym("input_drive") + "()")
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emit(" store i32 "); emit(k); emit(", ptr @L_key\n")
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} else {
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if (find_fn("rt_poll") != null) {
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let k = emit_bind("call i32 @fn_rt_poll()")
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let k = emit_bind("call i32 " + fn_sym("rt_poll") + "()")
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emit(" store i32 "); emit(k); emit(", ptr @L_key\n")
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}
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}
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@ -490,7 +490,7 @@ function emit_game_main() -> void {
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# UiClicked on activation — so a scene never polls ui_tick by hand.
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if has_ui() and (find_fn("rt_ui_tick") != null) {
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let uk = emit_bind("load i32, ptr @L_key")
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emit(" call void @fn_rt_ui_tick(i32 "); emit(uk); emit(")\n")
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emit(" call void " + fn_sym("rt_ui_tick") + "(i32 "); emit(uk); emit(")\n")
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}
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emit_calls_for_phase("Input")
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emit_calls_for_phase("FixedUpdate")
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@ -503,14 +503,14 @@ function emit_game_main() -> void {
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# system owns the present).
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if g_has_clear_color and (find_fn("rt_clear") != null) {
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let colour = emit_expr(g_clear_color) # a literal, a const, or a Color.Name
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emit(" call void @fn_rt_clear(i32 "); emit(colour.code); emit(")\n")
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emit(" call void " + fn_sym("rt_clear") + "(i32 "); emit(colour.code); emit(")\n")
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}
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emit_calls_for_phase("Render")
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# Overlay: HUD / menus drawn after every engine Render system (sprites, lights), so
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# game UI is never painted under an actor. Presented together with the frame.
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emit_calls_for_phase("Overlay")
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if g_has_clear_color and (find_fn("rt_present") != null) {
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emit(" call void @fn_rt_present()\n")
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emit(" call void " + fn_sym("rt_present") + "()\n")
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}
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let fcur = emit_bind("load i32, ptr @L_frame") # Time.frame(): count completed frames
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let fnext = emit_bind(`add i32 {fcur}, 1`)
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@ -520,6 +520,6 @@ function emit_game_main() -> void {
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if len(g_ondespawn) > 0 { emit(" call void @L_despawn_all(i32 2)\n") } # LC1: every survivor's @OnDespawn fires with reason Quit
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emit_calls_for_phase("OnQuit") # @OnQuit shutdown hooks run once, before teardown
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if (find_event("program_quit") != null) { emit(" call void @ev_program_quit()\n") } # EV1: @Public @OnQuit
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if (find_fn("rt_shutdown") != null) { emit(" call void @fn_rt_shutdown()\n") }
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if (find_fn("rt_shutdown") != null) { emit(" call void " + fn_sym("rt_shutdown") + "()\n") }
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emit(" ret i32 0\n}\n")
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}
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