ludic/tools/ludic-cli/build.ludic
2026-09-23 17:29:55 +03:00

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