# main.ludic — the self-hosted Ludic front-end. # # ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives # clang (the IR assembler + system linker, the same role rustc/swiftc give it) # to produce a native binary. No C is compiled: the emitted IR is Ludic's, and # clang only assembles and links it. # # ludicc app.ludic -o bin/app # native binary (windowed if a game) # ludicc app.ludic -o bin/app --headless # force headless # ludicc app.ludic --emit-llvm -o app.ll # stop at the IR # ludicc app.ludic --run # compile to a temp binary and run it # ludicc app.ludic --target x86_64-pc-windows-msvc --emit-llvm -o app.ll # # IR for another platform # # This is the compiler, not the command line a user of the language meets: that # is `ludic` (tools/ludic-cli), which drives this. With no -o and no --run, IR # still goes to stdout — the contract `ludic-dev reseed` and `ludic dev # bootstrap` rely on, so the bootstrap is untouched. # # The target is the host unless --target names another. Only its platform is # read, and only to choose between two runtimes: macOS (libSystem, Cocoa) and # Windows (the UCRT and Win32, emit_win.ludic). The IR carries no triple either # way; clang assembles it for the machine it runs on. # basename: the part of a path after the last separator. function base_name(path: pointer) -> pointer { var last = -1 var i = 0 while path[i] != 0 { if is_sep(path[i]) { last = i }; i += 1 } return path[last + 1..i] } # drop a trailing ".ludic" if present function strip_ludic(name: pointer) -> pointer { let n = len(name) if n > 6 { if (name[n - 6..n] == ".ludic") { return name[0..n - 6] } } return name } # env var with a fallback when unset function getenv_or(name: pointer, dflt: pointer) -> pointer { let v = getenv(name) if (v == null) { return dflt } return v } # guarantee a directory string ends in '/' so join_path concatenates cleanly function ensure_slash(d: pointer) -> pointer { let n = len(d) if n == 0 { return d } if d[n - 1] == '/' { return d } return d + "/" } function die(msg: pointer) -> void { file_write(file_stderr(), msg, len(msg)) exit(1) } # strip trailing newline/carriage-return/space (the VERSION file's trailing \n) function chomp(s: pointer) -> pointer { var n = len(s) while (n > 0) and ((s[n - 1] == '\n') or (s[n - 1] == '\r') or (s[n - 1] == ' ')) { n -= 1 } return s[0..n] } # does `s` contain `sub`? function has_sub(s: pointer, sub: pointer) -> bool { let n = len(s); let m = len(sub) var i = 0 while i + m <= n { if s[i..i + m] == sub { return true } i += 1 } return false } # ---- the host shell ------------------------------------------------------------ # run() is the C library's system(), which is /bin/sh on macOS and cmd.exe on # Windows. The compiler asks the shell for three things only - make a directory, # delete a file, run a program - and says each in the host's own words. # a copy of `p` with every '/' as '\', for cmd.exe, which reads '/' as a switch function win_path(p: pointer) -> pointer { let n = len(p) let out = bytes(n + 1) var i = 0 while i < n { if p[i] == '/' { out[i] = 92 } else { out[i] = p[i] }; i += 1 } out[n] = 0 return out } function make_dir(d: pointer) -> void { if host_is_windows() { let w = win_path(d); run(`if not exist "{w}" mkdir "{w}"`) } else { run(`mkdir -p {d}`) } } function remove_file(p: pointer) -> void { if host_is_windows() { run(`del /f /q "{win_path(p)}" 2>nul`) } else { run(`rm -f {p}`) } } # the clang that assembles and links: $LUDIC_CC, else `clang` from $PATH - or, on a # Windows host, the LLVM installer's own location when it is there, because that # installer does not put clang on %PATH% unless asked to. function find_cc() -> pointer { let env = getenv("LUDIC_CC") if (env != null) { return env } if host_is_windows() { let llvm = "C:/Program Files/LLVM/bin/clang.exe" let f = file_open(llvm, "rb") if (f != null) { file_close(f); return `"{llvm}"` } } return "clang" } # print "ludic " and exit. The version is read at runtime from the # VERSION file at the install root (the single source of truth a release bumps), # so a version change never requires reseeding the compiler. function show_version() -> void { let v = read_file(join_path(ludic_home(), "VERSION")) if (v == null) { print("ludic (version unknown)") } else { print(`ludic {chomp(v)}`) } exit(0) } entry { var path = null var out = null var want = 0 # 0 = auto, 1 = windowed, 2 = headless var emit_ir = false # --emit-llvm: stop after writing IR var fmt = false # --fmt: lex + parse only, then exit (the doc-check gate) var save = false # --save-temps: keep the intermediate .ll var run = false # compile then execute the result var target = null # --target : null means the host var title = null # --title : game_title() - the window's first title - instead of the program name var gui = false # --gui: a Windows GUI-subsystem program (no console behind the window) var links = new []pointer # --link : an extra input to the link (a compiled resource) var natives_out = null # --natives-out : the package libraries linked, one a line (ludic bundle) g_coverage = false # --coverage: instrument each statement with a per-line hit counter var ai = 1 while ai < arg_count() { let a = arg(ai) if a == "--version" { show_version() } else if a == "--windowed" { want = 1 } else if a == "--headless" { want = 2 } else if a == "--emit-llvm" { emit_ir = true } else if a == "--unsafe" { g_unsafe_all = true } # L7: this program's own files may write `unsafe` else if a == "--emit-module" { g_emit_module = true; emit_ir = true } # issue #64: prebuilt binary module IR else if a == "--fmt" { fmt = true } else if a == "--save-temps" { save = true } else if a == "--run" { run = true } else if a == "--check" { g_check_only = true } else if a == "--globals" { g_allow_globals = true } else if a == "--migrate-state" { # 0.S2: write the plan ludic migrate state applies ai += 1 if ai < arg_count() { g_mg_plan = arg(ai) } g_migrate = true g_allow_globals = true } else if a == "--migrate-prune" { g_mg_prune = true } # 0.S2: state parameters nothing uses go too else if a == "--migrate-runtime" { g_mg_runtime = true } # 0.S: the toolchain's own programs keep module-level vars # parse, type, module and port checks; nothing emitted else if a == "--coverage" { g_coverage = true } else if a == "--target" { ai += 1; if ai < arg_count() { target = arg(ai) } } else if a == "--gui" { gui = true } else if a == "--title" { ai += 1; if ai < arg_count() { title = arg(ai) } } else if a == "--natives-out" { ai += 1; if ai < arg_count() { natives_out = arg(ai) } } else if a == "--link" { ai += 1; if ai < arg_count() { push(links, arg(ai)) } } else if a == "-o" { ai += 1; if ai < arg_count() { out = arg(ai) } } else if a[0] == '-' { # an unknown flag is ignored (with a note) rather than mistaken for the input file let m = `ludicc: ignoring unknown flag {a}\n` file_write(file_stderr(), m, len(m)) } else { path = a } ai += 1 } if (path == null) { die("usage: ludicc [-o out] [--windowed|--headless] [--target triple] [--emit-llvm] [--save-temps]\n") } if (target != null) { g_target_win = has_sub(target, "windows") } else { g_target_win = host_is_windows() } let src = read_file(path) if (src == null) { die("ludicc: cannot open input\n") } cur_dir = dir_of(path) g_src_name = base_name(path) # for panic/expect file:line messages g_parse_file = path # for the compiler's own file:line diagnostics g_act_main = path # 0.R: where the action drain is written lex(src) parse_program() g_prog_user_end = len(prog) # `ludic build` passes the package's `app name`, so the window opens under the name the # player knows rather than the `program` name and is not retitled a moment later if (title != null) and (len(title) > 0) { g_game_name = title } # decls from the user's source; runtime splice appends after # --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse # error would already have exited nonzero, so a clean parse exits 0. (Canonical # formatting output is not yet reimplemented on the self-hosted toolchain.) if fmt { exit(0) } maybe_splice_runtime() ui_register_gotos() # `goto:` buttons -> generated UiClicked listeners # a game gets a window by default; a plain program stays headless. An explicit # flag always wins. The stdout-IR path (no target) also stays headless, which # is what `ludic-dev reseed` compiles the compiler itself with. let has_target = run or (out != null) if want == 1 { g_windowed = true } else if want == 2 { g_windowed = false } else { g_windowed = has_target and has_systems() } g_parsing = false # lowering errors now locate by statement, not token privates_rename() # L3: a module's private names are its own (privates.ludic) check_duplicate_fns() # two declarations of one name: the cause, before its symptoms check_duplicate_decls() g_mg_entry = path if g_migrate { mg_collect() } # 0.S2: the vars that move (migrate.ludic) ix_start() # the lookups by name, as tables (emit_core.ludic) check_program() # L4: the types agree before anything is emitted if g_migrate { mg_finish() } # --check: every check a build makes - the emitter refuses things too (a bind to a function that is # gone, an unknown name) - and nothing written if g_check_only { emit_program() exit(0) } emit_program() deps_flush() # LUDIC_DEPS=: the module graph (ludic deps) # --emit-llvm, or no binary target: emit IR and stop (stdout when out is null). if emit_ir { ir_flush(out); return } if not has_target { ir_flush(null); return } # a run with no explicit -o lands in a temp file if run and (out == null) { if host_is_windows() { out = `{fwd_slashes(getenv_or("TEMP", "."))}/ludic-run-{strip_ludic(base_name(path))}` } else { out = `/tmp/ludic-run-{strip_ludic(base_name(path))}` } } # a Windows program is found and run by its extension if g_target_win { let n = len(out) var has_exe = false if n >= 4 { has_exe = (out[n - 4..n] == ".exe") } if not has_exe { out = out + ".exe" } } # make the output directory if the user asked for e.g. bin/app let odir = dir_of(out) if len(odir) > 0 { make_dir(odir) } let ll = `{out}.ll` if not ir_flush(ll) { die("ludicc: cannot write IR\n") } let cc = find_cc() let home = ludic_home() # clang twice: assemble the IR, then link. A windowed build adds the macOS # platform layer and the Cocoa framework. # -Wno-override-module: the emitted IR carries no target triple, so clang # substitutes the host's and warns about it on every single build. There is # nothing to act on — the host default is exactly what we want — so it is off. var cmd = `{cc} -O2 -Wno-override-module {ll}` if g_target_win { # The Windows window: win32.ll (user32, gdi32 for the software present, xinput # for pads), and audio_win.ll when the program uses Audio.*, as on macOS. if g_windowed { let win32 = join_path(home, "runtime/native/win32.ll") # xinput.lib carries an import named DllMain, which lld skips with a warning on every # link; it is the SDK's, not a mistake in the program, so it is silenced # ole32 for WIC, which decodes the splash and the window icon cmd = `{cmd} {win32} -luser32 -lgdi32 -lxinput -lole32 -Wl,/ignore:importeddllmain` if g_uses_audio { let audiow = join_path(home, "runtime/native/audio_win.ll") cmd = `{cmd} {audiow} -lxaudio2 -lole32` } } } else { if g_windowed { let cocoa = join_path(home, "runtime/native/cocoa.ll") # GameController holds no symbol cocoa.ll references directly (its classes are # reached by name through objc_getClass), so a plain -framework link gets # dead-stripped; -needed_framework forces the load command so the class is # registered and #51's gamepad polling can see it. cmd = `{cmd} {cocoa} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path` # Audio.* (#22) pulls in the AVAudioPlayer backend and AVFoundation, but only # when the program actually uses it — the snd_* calls are is_windowed()-guarded # yet still live in a windowed build, so the backend must link. if g_uses_audio { let audio = join_path(home, "runtime/native/audio.ll") cmd = `{cmd} {audio} -Wl,-needed_framework,AVFoundation` } } } # Http.* (#6) links the native transport and Foundation (NSURLConnection etc., # reached by name). Works headless too, so it is outside the windowed block — # macOS-only for now, which is where the toolchain runs. # On Windows the transport is http_win.ll, over WinHTTP. # Job.* / Promise.* / Sync.* link the OS threads behind Job.parallel_for and Sync.*: # threads.ll (pthreads) or threads_win.ll (Win32). if g_uses_jobs { if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/threads_win.ll")}` } else { cmd = `{cmd} {join_path(home, "runtime/native/threads.ll")}` } } # Udp.* links the socket layer: BSD sockets from libSystem on macOS, Winsock (ws2_32) on # Windows. if g_uses_udp { if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/udp_win.ll")} -lws2_32` } else { cmd = `{cmd} {join_path(home, "runtime/native/udp.ll")}` } } # Process.* links the child-process layer: posix_spawn from libSystem on macOS, # CreateProcessW from kernel32 on Windows. # Crypto.random_* / Uuid.* read RtlGenRandom on Windows, which advapi32 exports if g_target_win and g_uses_cryptort { cmd = `{cmd} -ladvapi32` } if g_uses_process { if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/process_win.ll")}` } else { cmd = `{cmd} {join_path(home, "runtime/native/process.ll")}` } } if g_uses_http { if g_target_win { let httpw = join_path(home, "runtime/native/http_win.ll") cmd = `{cmd} {httpw} -lwinhttp` } else { let http = join_path(home, "runtime/native/http.ll") cmd = `{cmd} {http} -Wl,-needed_framework,Foundation` } } # Gl.* links the OpenGL backend: gl.ll (offscreen contexts, float helpers), the # generated per-entry-point ABI thunks, and OpenGL.framework. Windowed or not. # On Windows the same pair is gl_win.ll (a WGL context) and gl_thunks_win.ll (the # thunks through a table wglGetProcAddress fills), against opengl32/gdi32/user32, # with the window half from win32_gl.ll - or, headless, gl_win_nowin.ll's stubs. if g_uses_gl { if g_target_win { let glw = join_path(home, "runtime/native/gl_win.ll") let gltw = join_path(home, "runtime/native/gl_thunks_win.ll") var glhalf = join_path(home, "runtime/native/gl_win_nowin.ll") if g_windowed { glhalf = join_path(home, "runtime/native/win32_gl.ll") } cmd = `{cmd} {glw} {gltw} {glhalf} -luser32 -lgdi32 -lopengl32` } else { let gl = join_path(home, "runtime/native/gl.ll") let glt = join_path(home, "runtime/native/gl_thunks.ll") cmd = `{cmd} {gl} {glt} -framework OpenGL` } } # Vk.* links the generated thunks and the loader that fills them at run time: # vk_win.ll (vulkan-1.dll) on Windows, vk_mac.ll (libvulkan.1.dylib, MoltenVK) on # macOS. Neither links a Vulkan library, so the program starts without one. if g_uses_vk { let vkt = join_path(home, "runtime/native/vk_thunks.ll") var vkl = join_path(home, "runtime/native/vk_mac.ll") if g_target_win { vkl = join_path(home, "runtime/native/vk_win.ll") } cmd = `{cmd} {vkt} {vkl}` } # A shipped Windows game is a GUI-subsystem program: started from Explorer, a # console-subsystem one opens a console window behind the game. mainCRTStartup keeps # the C runtime's ordinary main() entry rather than WinMain. if g_target_win and gui { cmd = `{cmd} -Wl,/subsystem:windows -Wl,/entry:mainCRTStartup` } # a package's native libraries (natives.ludic) cmd = cmd + native_link_args(out) var li = 0 while li < len(links) { cmd = `{cmd} "{links[li]}"`; li += 1 } cmd = `{cmd} -o {out}` # cmd.exe takes the first and last quote off a line that starts with one and holds more # than two - which a quoted clang path plus a quoted --link file is - so on Windows the # whole line wears one more pair for it to remove var line = cmd if host_is_windows() { line = `"{cmd}"` } let rc = run(line) if not save { remove_file(ll) } if rc != 0 { die("ludicc: link failed\n") } if natives_out != null { var nl = "" var ni = 0 while ni < len(g_native_libs) { nl = nl + g_native_libs[ni] + "\n"; ni += 1 } let nf = file_open(natives_out, "wb") if nf != null { file_write(nf, nl, len(nl)); file_close(nf) } } # run mode: execute the binary we just built and forward its exit code. # system() hands back a wait status on POSIX and the exit code itself on Windows. if run { if host_is_windows() { exit(run(`"{win_path(out)}"`)) } let st = run(out) exit(((st >> 8) & 255)) } }