- 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>
169 lines
8 KiB
Text
169 lines
8 KiB
Text
# build.ludic — turning a .ludic file into an executable.
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#
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# compile_app is the one place that happens, shared by `ludic build` / `ludic
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# run` and by the contributor tool, so a user's build and the repo's own example
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# builds cannot drift apart. Everything the toolchain owns — the compiler, the
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# engine runtime it splices — is addressed through ludic_home(), so the same code
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# path works from a checkout and from an installed ~/.ludic.
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# ensure bin/ludicc exists and is current with the seed. Built from the checked-in
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# IR seed with clang alone — no C compiler is ever involved.
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function ensure_ludicc() -> void {
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if not in_toolchain_repo() { return }
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shell("mkdir -p bin build")
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let seed = seed_file()
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let bin = `bin/{exe_name("ludicc")}`
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if (not is_exec(bin)) or newer(seed, bin) {
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print(`cc: {seed} -> {bin} (from the IR seed, no C compiler)`)
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if not shq(`{cc()} {seed} -o {bin}`) {
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err("ludic: could not assemble the seed\n"); exit(1)
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}
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}
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}
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# ---- compiling one program to a native binary -------------------------------
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#
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# mode 1 = windowed (a game opens a real window), 2 = headless (the last frame is
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# rendered to build/out.ppm from piped input — deterministic output for tests).
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# Returns true on success. `ludic build`, `ludic run` and the contributor tool all
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# go through here.
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function compile_app(src: pointer, out: pointer, mode: int, save: bool) -> bool {
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ensure_ludicc() # in a checkout: assemble the seed if bin/ludicc is missing or stale
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let home = ludic_home()
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let pbf = prebuilt_link_flags() # #64: link resolved prebuilt module dylibs, if any
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let odir = dir_of_path(out)
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if len(odir) > 0 { shell(`mkdir -p {odir}`) }
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shell("mkdir -p build")
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# The IR is a scratch file: it goes to this run's own temp directory, never beside the
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# binary, so a project's tree never holds one and two builds at once cannot delete each
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# other's. --save-temps asks to read it, and keeps it at {out}.ll.
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var ll = `{out}.ll`
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if not save { ll = tmp_path(`{file_of_path(out)}.ll`) }
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# On Windows the compiler links too: ludicc knows the Windows runtime's files and
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# libraries (win32.ll, xaudio2, opengl32 ...), so saying them again here would be a
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# second copy to keep in step. It writes {out}.exe.
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if host_windows() {
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var flags = "--windowed"
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if mode == 2 { flags = "--headless" }
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if save { flags = flags + " --save-temps" }
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return shq(`{ludicc()} {flags}{title_flag()}{unsafe_flag()} {src} -o {out}`)
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}
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if mode == 2 {
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if not shq(`{ludicc()} --headless{title_flag()}{unsafe_flag()} {src} --emit-llvm -o {ll}`) { return false }
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if not shq(`{cc()} -O2 {ll}{gl_link_flags(ll)}{vk_link_flags(ll)}{http_link_flags(ll)}{udp_link_flags(ll)}{process_link_flags(ll)}{threads_link_flags(ll)}{pbf} -o {out}`) { return false }
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if not save { shell(`rm -f {ll}`) }
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return true
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}
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if not shq(`{ludicc()} --windowed{title_flag()}{unsafe_flag()} {src} --emit-llvm -o {ll}`) { return false }
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# audio.ll (#22) is always linked here — unused snd_* are dead-stripped; the
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# canonical `ludicc -o` path links it only when Audio.* is used.
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let cocoa = `{home}runtime/native/cocoa.ll`
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let audio = `{home}runtime/native/audio.ll`
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if not shq(`{cc()} -O2 {ll} {cocoa} {audio} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-needed_framework,AVFoundation -Wl,-rpath,@loader_path{gl_link_flags(ll)}{vk_link_flags(ll)}{http_link_flags(ll)}{udp_link_flags(ll)}{process_link_flags(ll)}{threads_link_flags(ll)}{pbf} -o {out}`) { return false }
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if not save { shell(`rm -f {ll}`) }
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return true
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}
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# ` --title "<app name>"` when the project's package.ludic names the app, so the window
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# opens under that name rather than the `program` name; "" otherwise, and for a name the
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# shell line could not carry safely.
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# ` --unsafe` when the build said so: the project's own files may write `unsafe` (L7)
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var g_unsafe_build: bool = false
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function unsafe_flag() -> pointer {
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if g_unsafe_build { return " --unsafe" }
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return ""
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}
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function title_flag() -> pointer {
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let name = manifest_app(read_root_manifest(), "name")
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if name == "" { return "" }
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var i = 0
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while name[i] != 0 {
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let c = name[i]
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if c == '"' or c == '`' or c == '$' or c == 92 or c == '%' or c < ' ' { return "" }
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i += 1
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}
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return ` --title "{name}"`
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}
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# A program that uses Gl.* references the @lgl_* thunks; link the OpenGL backend
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# (gl.ll + gl_thunks.ll + OpenGL.framework) only then, so other builds are untouched.
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function gl_link_flags(ll: pointer) -> pointer {
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if not shq(`grep -q "@lgl_" {ll}`) { return "" }
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let home = ludic_home()
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return ` {home}runtime/native/gl.ll {home}runtime/native/gl_thunks.ll -framework OpenGL`
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}
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# A program that uses Vk.* references the @lvk_* thunks; link them and the loader that
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# fills them at run time (vk_mac.ll opens libvulkan.1.dylib - MoltenVK - when it is
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# there). No Vulkan library is linked, so the program still starts on a Mac without one.
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function vk_link_flags(ll: pointer) -> pointer {
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if not shq(`grep -q "@lvk_" {ll}`) { return "" }
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let home = ludic_home()
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# QuartzCore: the CAMetalLayer a window presents through (cocoa.ll finds the class by name)
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return ` {home}runtime/native/vk_thunks.ll {home}runtime/native/vk_mac.ll -Wl,-needed_framework,QuartzCore`
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}
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# A program that uses Http.* calls the @hs_* transport; link http.ll and Foundation only
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# then, in both modes, as `ludicc -o` does (selfhost/main.ludic). Without it a Http.*
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# program built through `ludic build` failed to link on every hs_* symbol.
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function http_link_flags(ll: pointer) -> pointer {
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# a CALL, not the name: every program's header declares the hs_* transport, so grepping
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# for "@hs_" linked http.ll and Foundation into everything - harmless on macOS, a failed
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# link on Linux. Only the Http runtime a program actually uses calls hs_send.
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if not shq(`grep -q "call void @hs_send" {ll}`) { return "" }
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return ` {ludic_home()}runtime/native/http.ll -Wl,-needed_framework,Foundation`
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}
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# A program that uses Udp.* calls the lu_udp_* socket layer; link udp.ll only then, as
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# `ludicc -o` does (Windows links through ludicc, with udp_win.ll and ws2_32).
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function udp_link_flags(ll: pointer) -> pointer {
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if not shq(`grep -q "call .*@lu_udp_" {ll}`) { return "" }
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return ` {ludic_home()}runtime/native/udp.ll`
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}
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# A program that uses Process.* calls the lu_proc_* layer; link process.ll only then, as
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# `ludicc -o` does (Windows links through ludicc, with process_win.ll).
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function process_link_flags(ll: pointer) -> pointer {
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if not shq(`grep -q "call .*@lu_proc_" {ll}`) { return "" }
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return ` {ludic_home()}runtime/native/process.ll`
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}
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# A program that uses Job.* / Promise.* / Sync.* calls the thr_* OS-thread runtime; link
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# threads.ll only then, as `ludicc -o` does.
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function threads_link_flags(ll: pointer) -> pointer {
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if not shq(`grep -q "call .*@thr_" {ll}`) { return "" }
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if host_windows() { return ` {ludic_home()}runtime/native/threads_win.ll` }
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return ` {ludic_home()}runtime/native/threads.ll`
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}
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# the file part of a path: everything after the last '/'
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function file_of_path(p: pointer) -> string {
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let d = dir_of_path(p)
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if len(d) == 0 { return p }
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return p[len(d) + 1..len(p)]
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}
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# the directory part of a path, without the trailing '/' ("" when there is none)
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function dir_of_path(p: pointer) -> pointer {
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var last = -1
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var i = 0
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while p[i] != 0 { if p[i] == '/' { last = i }; i += 1 }
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if last < 0 { return "" }
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return p[0..last]
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}
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# Remove every generated artifact and leave the tracked source untouched: the
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# whole build/ tree (IR, objects, compiled apps, the headless render at
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# build/out.ppm), and any stray *.tmp/*.ll left behind by a failed build. A
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# legacy out.ppm in the root (from an older toolchain) is swept too. Binaries in
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# bin/ are kept so the running CLI survives; in the toolchain repo, rebuild them
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# any time with `ludic-dev build`.
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function cmd_clean() -> int {
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shell("rm -rf build")
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shell("rm -f out.ppm bin/*.tmp")
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print("cleaned: build/ (incl. build/out.ppm) and stray artifacts (bin/ is left alone)")
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return 0
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}
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