# emit_decl.ludic — functions, main, and the whole-program driver. A function's # body is built into a scratch buffer so entry-block allocas can be spliced in # ahead of it (see emit_alloca). Returns go through a %retval slot + `ret` label. fn emit_params_sig(d: Node) -> void { var i = 0 while i < len(d.kids) { if i > 0 { emit(", ") } emit(llty(d.kids[i].ty)); emit(" %arg_"); emit(d.kids[i].s) i = i + 1 } } fn emit_fn(d: Node) -> void { ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0 ret_ty = d.ty let fbody = buf_new() falloc = buf_new() let saved = code code = fbody let rl = llty(ret_ty) if not (rl == "void") { buf_puts(falloc, " %retval = alloca "); buf_puts(falloc, rl); buf_puts(falloc, "\n") } # params: store each incoming argument into a stack slot var i = 0 while i < len(d.kids) { let p = d.kids[i] let slot = emit_alloca(llty(p.ty)) emit(" store "); emit(llty(p.ty)); emit(" %arg_"); emit(p.s); emit(", ptr "); emit(slot); emit("\n") loc_push(p.s, slot, p.ty) i = i + 1 } emit_block(d.a) if not g_term { emit(" br label %ret\n") } emit("ret:\n") if (rl == "void") { emit(" ret void\n") } else { let r = emit_bind(("load " + (rl + (", ptr %retval")))); emit(" ret "); emit(rl); emit(" "); emit(r); emit("\n") } code = saved emit("define "); emit(rl); emit(" @fn_"); emit(d.s); emit("("); emit_params_sig(d); emit(") {\nentry:\n") emit(buf_str(falloc)) emit(buf_str(fbody)) emit("}\n\n") } fn emit_main(d: Node) -> void { ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0 ret_ty = "int" let fbody = buf_new() falloc = buf_new() let saved = code code = fbody buf_puts(falloc, " %retval = alloca i32\n") emit(" store i32 %argc, ptr @L_argc\n") emit(" store ptr %argv, ptr @L_argv\n") emit(" store i32 0, ptr %retval\n") emit_block(d.a) if not g_term { emit(" br label %ret\n") } emit("ret:\n") let r = emit_bind("load i32, ptr %retval") emit(" ret i32 "); emit(r); emit("\n") code = saved emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n") emit(buf_str(falloc)) emit(buf_str(fbody)) emit("}\n") } fn emit_program() -> void { head = buf_new() code = buf_new() g_uses_str = false g_uses_intstr = false loc_name = new []ptr; loc_reg = new []ptr; loc_ty = new []ptr; loc_mut = new []int brk_lbl = new []ptr; cnt_lbl = new []ptr self_stk = new []ptr mach_stk = new []Node emit_header() if has_ecs() { emit_ecs_storage() } var i = 0 while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) }; i = i + 1 } if has_ecs() { emit_ecs_allocator(); emit_snapshot() } if has_ui() { emit_ui_build() } if has_systems() { emit_game_main() } else { i = 0 while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 } } if g_uses_str { emit_str_prelude() } # @fn_str_eq / @fn_str_concat, after all uses are seen if g_uses_intstr { emit_int_str() } # @fn_int_str, for str(int) in interpolation } # Flush the emitted IR. With a null path it goes to stdout (the pipe the shell # drivers read); with a path it is written to that file so ludicc can hand it to # clang itself. fn ir_flush(path: ptr) -> bool { let h = buf_str(head) let c = buf_str(code) if (path == null) { # raw IR to stdout (no trailing newline) let out = file_stdout() file_write(out, h, slen(h)) file_write(out, c, slen(c)) return true } let f = file_open(path, "wb") if (f == null) { return false } file_write(f, h, slen(h)) file_write(f, c, slen(c)) file_close(f) return true }