Every allocation the compiler emits goes through @lp_malloc/@lp_calloc/@lp_realloc/@lp_free, and a
Ludic-level one first stores its site (function, file, line, kind) in @lp_site. Off, that is one load
and a predictable branch (30 M allocations: 0.87-0.91 s against 0.87-0.90 s on leaks2).
On (the default in a headless build, and windowed under R3D_DEV), tracking starts at the first frame
on its own and judging once R3D_ALLOC_WARM frames in a row kept nothing (600) or R3D_ALLOC_WARM_MAX
after (re)start; Mem.play()/Mem.rewarm() sends a load back to its warm-up. A judged frame that ends
holding more than it began with is reported by site with its callers (the unwinder, taken only once
judging) and fails the run with exit 86 (R3D_ALLOC_FENCE=off|count|warn|fail). R3D_ALLOC_CENSUS
writes the totals and top sites at exit. The build's defaults are --fence=, --fence-warm=,
--fence-census= or a fence line in the program's package.ludic; the environment overrides them.
The runtime is IR (emit_fence_ir.ludic, generated from a template); tracking is a side table in one
calloc'd region, so no block carries a header and pointers crossing to natives stay safe. Examples
alloc_fence, alloc_fence_leak and alloc_fence_auto with cases in ludic-dev test; reseeded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
(R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--target <triple> (default: the host, from OS=Windows_NT) selects the Windows
runtime. emit_win.ludic defines the POSIX names the backend already calls over
the UCRT and Win32 in IR, so rename replaces an existing file, ftell is 64-bit,
and fopen is binary. Known folders follow %APPDATA% / %LOCALAPPDATA% / %TEMP%,
and the driver speaks cmd.exe, writes .exe outputs and finds LLVM's clang.
Verified: macOS three-stage fixpoint, ludic-dev test 135/135, and on Windows
the Mac-emitted Windows IR and the Windows-built compiler's IR are identical
through two generations.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A Ludic game opened its assets by a path relative to the working directory, so
`build/mygame` ran only from the project root and there was nothing to give
anyone but "the binary, and also this whole tree". A game is not one file, but
shipping it has to be.
`ludic pack` writes a .lpak: a header, a name-sorted entry table, a name heap
and the blobs, 16-byte aligned. Entries are stored rather than compressed - PNG,
JPEG and glTF binary arrive compressed already, and a decompressor on the load
path would spend CPU to make the file no smaller.
The reader is spliced into the compiler at the one place every asset in a Ludic
program comes through: file_open. gltf_load, tex_load, Audio.load, Fs.read_text
and the renderer's own shader loads all bottom out there, so routing it through
@lp_pak_open reaches every one of them without any of them knowing. A read of a
packed path becomes an fmemopen over the mapped bytes; everything else is the
fopen it always was. Fs.exists and Fs.size consult the packs too, so a game that
guards a load with Fs.exists keeps finding its assets once they are packed.
The pack is mmap'd rather than read: 165 MB of textures costs one syscall at
boot and pages in only what is touched. @lp_pak_boot runs from
@llvm.global_ctors, before main, so a pack is mounted before the game's first
line - and it reads packs.index, a plain list, so the mount order is explicit
and a later pack shadows an earlier one.
Without a packs.index nothing mounts and every open goes to the filesystem
exactly as before, which is every `ludic run` during development. Packing is a
shipping step and is invisible until you ship.
The compiler reproduces itself byte-exactly and the C-free bootstrap from the
seed still holds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the
multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an
int mover directly (dx = Input.axis_i('a','d')).
#84 — a Bounds config entity (rect + policy, from ludic.core) drives the
engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp +
flip Body velocity) / kill (despawn a body fully outside). Reads the Collider
size so the box stays inside; off by default, spliced only when Bounds is
declared (byte-identical otherwise). Adds World.despawn(e) — the by-id
reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic
whose @fn_world_despawn helper is emitted in emit_program's tail once a use is
seen (the g_uses_* prelude pattern), used by the kill policy and callable from
any system.
Examples input_movement + world_bounds. Full suite 112/0, goldens
byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Split the flat 38-file selfhost/ into concern-based subdirectories:
frontend/ lex, parse, parse_game, ast
support/ str, buf, io
backend/ core IR + expression/statement lowering
backend/game/ ECS/scene/event/world lowering
backend/stdlib/ the namespaced Math.*/Text.*/Crypto.*/… intrinsics
and split the three oversized emitters at responsibility boundaries so
no file mixes concerns:
emit_game.ludic -> + emit_world.ludic (reflection world table,
tick helpers, @main synthesis)
emit_expr.ludic -> + emit_call.ludic (namespaced builtins, call
lowering, expr dispatch)
emit_text.ludic -> + emit_text_prelude.ludic (emitted string-builder runtime)
FRAGS in tools/x/selfhost.ludic is updated to the new paths with the link
order preserved, and the Python doc/vocabulary tooling is updated to walk
the new layout. Because the build is a plain in-order concatenation and
every split lands on a blank-line boundary, the regenerated seed is
byte-identical: `x reseed` leaves selfhost/ludicc.seed.ll unchanged,
`x bootstrap-cfree` still reaches its fixed point, and both `x test` (56)
and `x selfhost-test` (29, incl. golden renders) stay green.
Closes#29
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 00:26:02 +03:00
Renamed from selfhost/emit_intrin.ludic (Browse further)