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>
53 lines
2.9 KiB
Text
53 lines
2.9 KiB
Text
# emit_intrin2.ludic — the rest of the low-level intrinsics: raw memory, fixed
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# memory access, pointer arithmetic, stdio, time, and the windowing hooks.
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# Matches compiler/back/ir_intrin.c. Reached from emit_intrinsic's fall-through.
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var g_windowed: bool = false # headless by default (games read stdin / dump PPM)
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function is_intrinsic2(name: pointer) -> bool {
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if (name == "free") or (name == "fill") { return true }
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if (name == "offset") or (name == "read_char") { return true }
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if (name == "as_fixed") or (name == "as_int") { return true }
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if (name == "is_windowed") or (name == "game_title") { return true }
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if (name == "win_open") or (name == "win_poll") or (name == "win_present") { return true }
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if (name == "win_running") or (name == "win_close") { return true }
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return false
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}
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function emit_intrinsic2(name: pointer, e: Node) -> Val {
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if (name == "free") {
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let p = arg_code(e, 0); emit(" call void @free(ptr "); emit(p); emit(")\n"); return val("0", "void")
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}
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if (name == "fill") {
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let p = arg_code(e, 0); let v = arg_code(e, 1); let n = arg_code(e, 2)
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let w = emit_bind(`zext i32 {n} to i64`)
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emit(" call ptr @memset(ptr "); emit(p); emit(", i32 "); emit(v); emit(", i64 "); emit(w); emit(")\n")
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return val("0", "void")
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}
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if (name == "offset") {
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let p = arg_code(e, 0); let n = arg_code(e, 1)
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let g = nreg()
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emit(" "); emit(g); emit(" = getelementptr inbounds i8, ptr "); emit(p); emit(", i32 "); emit(n); emit("\n")
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return val(g, "pointer")
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}
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if (name == "read_char") { return val(emit_bind("call i32 @getchar()"), "int") }
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if (name == "as_fixed") { let a = emit_expr(e.kids[0]); return val(a.code, "fixed") }
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if (name == "as_int") { let a = emit_expr(e.kids[0]); return val(a.code, "int") }
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if (name == "is_windowed") { if g_windowed { return val("1", "bool") }; return val("0", "bool") }
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if (name == "game_title") { return val("@.gametitle", "string") }
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# windowing hooks — declared external; only reached on the is_windowed() branch
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if (name == "win_poll") { return val(emit_bind("call i32 @win_poll()"), "int") }
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if (name == "win_running") { return val(emit_bind("call i32 @win_running()"), "bool") }
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if (name == "win_open") {
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let a = arg_code(e, 0); let b = arg_code(e, 1); let c = arg_code(e, 2); let d = arg_code(e, 3)
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emit(" call void @win_open(i32 "); emit(a); emit(", i32 "); emit(b); emit(", i32 "); emit(c); emit(", ptr "); emit(d); emit(")\n")
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return val("0", "void")
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}
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if (name == "win_present") {
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let a = arg_code(e, 0); let b = arg_code(e, 1); let c = arg_code(e, 2)
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emit(" call void @win_present(ptr "); emit(a); emit(", i32 "); emit(b); emit(", i32 "); emit(c); emit(")\n")
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return val("0", "void")
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}
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if (name == "win_close") { emit(" call void @win_close()\n"); return val("0", "void") }
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return val("0", "void")
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}
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