- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
146 lines
6.9 KiB
Text
146 lines
6.9 KiB
Text
# emit_ecs.ludic — ECS storage and the entity allocator. For each component:
|
|
# a %Cmp_ layout, a dense @S_ store, and an @H_ "has this component" array.
|
|
# Entities are integer handles; L_alloc reuses freed slots. Mirrors the ECS
|
|
# parts of compiler/back/ir_decl.c.
|
|
|
|
const MAX_ENT: int = 1024
|
|
|
|
function has_systems() -> bool {
|
|
var i = 0
|
|
while i < len(prog) { if prog[i].kind == N_SYS { return true }; i += 1 }
|
|
# a game with no hand-written handler but a well-known engine component still
|
|
# runs a frame loop — the engine owns the system that ticks that component
|
|
# (#43/#47). Treat it as a systems game so the loop / tick helpers are emitted.
|
|
if uses_engine_systems() { return true }
|
|
return false
|
|
}
|
|
function has_models() -> bool {
|
|
var i = 0
|
|
while i < len(prog) { if prog[i].kind == N_ARCH { return true }; i += 1 }
|
|
return false
|
|
}
|
|
# does the program declare a well-known engine component? Each one is auto-ticked
|
|
# by an engine-owned system (systems.ludic, wired in emit_engine_systems_for_
|
|
# phase). Answering this drives the systems.ludic splice (parse.ludic) and the
|
|
# reflection-ABI force-emit (emit_decl) — a game with none is byte-for-byte the
|
|
# same as before the feature existed. Keep this list in sync with the phase table
|
|
# in emit_engine_systems_for_phase.
|
|
function uses_engine_systems() -> bool {
|
|
# #62: any registered engine-system component present (core seeds SpriteAnim /
|
|
# Motion / Light2D; packages append via @EngineSystem), or an Occluder (which
|
|
# feeds the Light2D pass without an esys of its own).
|
|
var i = 0
|
|
while i < len(g_esys_comp) { if find_comp(g_esys_comp[i]) != null { return true }; i += 1 }
|
|
if find_comp("Occluder") != null { return true }
|
|
return false
|
|
}
|
|
# N5: does the program have an `entry` block? A game with both handlers and an
|
|
# `entry` drives its own loop (calling tick_fixed/tick_render), instead of the
|
|
# compiler's auto frame loop. A game with handlers and no entry uses the auto-loop.
|
|
function has_entry() -> bool {
|
|
var i = 0
|
|
while i < len(prog) { if prog[i].kind == N_MAIN { return true }; i += 1 }
|
|
return false
|
|
}
|
|
# Does this program run the ECS? A property alone no longer answers that — the
|
|
# same `property` keyword also declares plain `new`-allocated records (the merged
|
|
# `struct`). A program uses the ECS when it has a handler or a model; a tool that
|
|
# only declares record types and functions does not, and gets no entity storage,
|
|
# allocator, snapshot or runtime splice.
|
|
function has_ecs() -> bool { return has_systems() or has_models() }
|
|
|
|
function emit_ecs_storage() -> void {
|
|
emith("@L_running = internal global i32 1\n")
|
|
emith("@L_key = internal global i32 0\n")
|
|
emith("@L_frame = internal global i32 0\n")
|
|
if len(g_scenes) > 0 { emith("@L_scene = internal global i32 0\n") } # active base scene id
|
|
emith("@L_entc = internal global i32 0\n")
|
|
let me = itoa(MAX_ENT)
|
|
emith(`@L_alive = internal global [{me} x i32] zeroinitializer\n`)
|
|
emith(`@L_kind = internal global [{me} x i32] zeroinitializer\n`)
|
|
emith(`@L_freelist = internal global [{me} x i32] zeroinitializer\n`)
|
|
emith("@L_freen = internal global i32 0\n")
|
|
# NETWORKING role registers (N3/N5): a runtime sets these; offline they hold the
|
|
# single-player default — @L_role=1 (this peer is the authority), local id 0.
|
|
# Emitted only when a networking feature is used, so non-networked builds are
|
|
# byte-identical (§8). @L_owner_arr is the per-entity network owner (N3, @Owned).
|
|
if net_any() {
|
|
emith("@L_role = internal global i32 1\n") # 1 = server/authority (offline default)
|
|
emith("@L_localid = internal global i32 0\n") # this peer's id
|
|
}
|
|
if net_has_owned() { emith(`@L_owner_arr = internal global [{me} x i32] zeroinitializer\n`) }
|
|
var i = 0
|
|
while i < len(prog) {
|
|
let c = prog[i]
|
|
# per-entity storage for a property (its %Cmp_ layout is emitted in the
|
|
# header). Every property in an ECS program is a component today; a property
|
|
# used only via `new` would not need these, but no such program mixes the two.
|
|
if c.kind == N_COMP {
|
|
emith(`@S_{c.s} = internal global [{me} x %Cmp_{c.s}] zeroinitializer\n`)
|
|
emith(`@H_{c.s} = internal global [{me} x i8] zeroinitializer\n`)
|
|
}
|
|
# one enabled-flag global per model and per handler (default enabled)
|
|
if c.kind == N_ARCH { emith(`@ME_{c.s} = internal global i32 1\n`) }
|
|
if c.kind == N_SYS { emith(`@HE_{c.s} = internal global i32 1\n`) }
|
|
i += 1
|
|
}
|
|
# one enabled-flag global per toggled layer (default shown)
|
|
var li = 0
|
|
while li < len(g_toggled_layers) { emith(`@LE_{g_toggled_layers[li]} = internal global i32 1\n`); li += 1 }
|
|
}
|
|
|
|
# L_reset(e): clear every has-flag and the archetype kind for entity e
|
|
function emit_ecs_allocator() -> void {
|
|
let me = itoa(MAX_ENT)
|
|
emit("define void @L_reset(i32 %e) {\nentry:\n")
|
|
var i = 0
|
|
while i < len(prog) {
|
|
if prog[i].kind == N_COMP {
|
|
let hn = `%h{itoa(i)}`
|
|
emit(" "); emit(hn); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(prog[i].s); emit(", i32 0, i32 %e\n")
|
|
emit(" store i8 0, ptr "); emit(hn); emit("\n")
|
|
}
|
|
i += 1
|
|
}
|
|
emit(" %k = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
|
|
emit(" store i32 0, ptr %k\n")
|
|
# N3: reset an @Owned entity's network owner to -1 (unowned) on alloc/free
|
|
if net_has_owned() {
|
|
emit(" %ow = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n")
|
|
emit(" store i32 -1, ptr %ow\n")
|
|
}
|
|
emit(" ret void\n}\n\n")
|
|
|
|
emit("define i32 @L_alloc() {\nentry:\n")
|
|
emit(" %fn = load i32, ptr @L_freen\n")
|
|
emit(" %has = icmp sgt i32 %fn, 0\n")
|
|
emit(" br i1 %has, label %reuse, label %fresh\n")
|
|
emit("reuse:\n")
|
|
emit(" %fn1 = sub i32 %fn, 1\n")
|
|
emit(" store i32 %fn1, ptr @L_freen\n")
|
|
emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn1\n")
|
|
emit(" %re = load i32, ptr %fp\n")
|
|
emit(" br label %done\n")
|
|
emit("fresh:\n")
|
|
emit(" %ec = load i32, ptr @L_entc\n")
|
|
emit(" %ec1 = add i32 %ec, 1\n")
|
|
emit(" store i32 %ec1, ptr @L_entc\n")
|
|
emit(" br label %done\n")
|
|
emit("done:\n")
|
|
emit(" %e = phi i32 [ %re, %reuse ], [ %ec, %fresh ]\n")
|
|
emit(" call void @L_reset(i32 %e)\n")
|
|
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
|
|
emit(" store i32 1, ptr %ap\n")
|
|
emit(" ret i32 %e\n}\n\n")
|
|
|
|
emit("define void @L_free_entity(i32 %e) {\nentry:\n")
|
|
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
|
|
emit(" store i32 0, ptr %ap\n")
|
|
emit(" call void @L_reset(i32 %e)\n")
|
|
emit(" %fn = load i32, ptr @L_freen\n")
|
|
emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn\n")
|
|
emit(" store i32 %e, ptr %fp\n")
|
|
emit(" %fn1 = add i32 %fn, 1\n")
|
|
emit(" store i32 %fn1, ptr @L_freen\n")
|
|
emit(" ret void\n}\n\n")
|
|
}
|