gl_win.ll creates a hidden-window WGL 4.1 core context and carries gl.ll's float/memory helpers, with ldexp and QueryPerformanceCounter in place of the libSystem calls. glgen now also writes gl_thunks_win.ll: the same 478 thunks, calling through pointers that @lgl_win_load fills from wglGetProcAddress (and opengl32.dll for GL 1.1). ludicc links the pair against opengl32/gdi32/user32 on a Windows target. Verified: gl_api.ludic and gl_thunks.ll regenerate byte-identically, ludic-dev test 135/135, selfhost-test 32/32, and headless gl_triangle on an RTX 3070 Ti matches the macOS frame to within one level per channel. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
667 lines
25 KiB
Text
667 lines
25 KiB
Text
# glgen.ludic — the OpenGL binding generator, in Ludic (ported off glgen.py, the
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# same way docgen.ludic was ported off gen.py). One x subcommand:
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#
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# ludic-dev glgen [--check] read the platform gl3.h and emit
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# runtime/native/gl_api.ludic + runtime/native/gl_thunks.ll;
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# --check regenerates into scratch files and compares,
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# so the drift guard judges the working tree.
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#
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# Both outputs are tracked, so a build never runs this: it is the tool you run
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# when the SDK's gl3.h changes. Output is byte-identical to the Python generator
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# it replaces (verified by the drift guard in `ludic-dev test`).
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# ---- parsed constants -------------------------------------------------------
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var glg_cname: []pointer = null # GL_DEPTH_BUFFER_BIT
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var glg_ctype: []pointer = null # "int" | "long"
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var glg_cval: []pointer = null # the literal as it is emitted
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# ---- parsed entry points ----------------------------------------------------
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# Parallel arrays; the params of function f are the pcount[f] entries of the flat
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# pp_* arrays starting at poff[f]. Flat arrays keep this free of nested slices.
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var glg_fname: []pointer = null # "CullFace" (the gl prefix already stripped)
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var glg_frbase: []pointer = null # return base type ("void", "GLuint", …)
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var glg_frstar: []int = null # return pointer depth
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var glg_fpoff: []int = null
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var glg_fpcnt: []int = null
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var glg_ppbase: []pointer = null
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var glg_ppstar: []int = null
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var glg_ppname: []pointer = null
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# ---- character helpers ------------------------------------------------------
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function glg_upper(c: int) -> bool { return c >= 'A' and c <= 'Z' }
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function glg_lower(c: int) -> bool { return c >= 'a' and c <= 'z' }
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function glg_digit(c: int) -> bool { return c >= '0' and c <= '9' }
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function glg_hexdig(c: int) -> bool {
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return glg_digit(c) or (c >= 'a' and c <= 'f') or (c >= 'A' and c <= 'F')
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}
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# a GL_* macro name character
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function glg_namech(c: int) -> bool { return glg_upper(c) or glg_digit(c) or c == '_' }
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# a fresh NUL-terminated copy of s[a..b)
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# CamelCase -> snake_case, exactly as glgen.py's snake(): an underscore goes in
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# before an upper-case letter that follows a lower-case one, nowhere else.
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function glg_snake(n: pointer) -> pointer {
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let b = sb_new()
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let m = slen(n)
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var i = 0
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while i < m {
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let c = n[i]
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if glg_upper(c) and i > 0 and glg_lower(n[i - 1]) { sb_putc(b, '_') }
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if glg_upper(c) { sb_putc(b, c + 32) } else { sb_putc(b, c) }
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i += 1
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}
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return sb_str(b)
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}
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# ---- the type tables (glgen.py's INT / LONG / FLT / DBL) --------------------
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# Membership in a space-delimited list, matched as whole tokens — one line per
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# table instead of a chain of `or`s that a newline would cut in half.
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function glg_in(t: pointer, set: pointer) -> bool {
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let n = slen(set)
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var p = 0
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while p <= n {
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var q = p
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while q < n and set[q] != 32 { q += 1 }
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if str_sub(set, p, q) == t { return true }
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if q >= n { break }
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p = q + 1
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}
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return false
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}
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function glg_is_int(t: pointer) -> bool {
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return glg_in(t, "GLenum GLuint GLint GLsizei GLbitfield GLshort GLushort GLbyte GLubyte GLhalf GLchar GLboolean GLfixed")
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}
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function glg_is_long(t: pointer) -> bool {
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return glg_in(t, "GLsizeiptr GLintptr GLint64 GLuint64 GLint64EXT GLuint64EXT")
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}
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function glg_is_flt(t: pointer) -> bool { return glg_in(t, "GLfloat GLclampf") }
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function glg_is_dbl(t: pointer) -> bool { return glg_in(t, "GLdouble GLclampd") }
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# the LLVM type a C parameter of this shape has
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function glg_ir_ty(base: pointer, star: int) -> pointer {
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if star > 0 { return "ptr" }
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if base == "GLboolean" { return "i8" }
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if base == "GLbyte" or base == "GLubyte" or base == "GLchar" { return "i8" }
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if base == "GLshort" or base == "GLushort" or base == "GLhalf" { return "i16" }
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if glg_is_int(base) { return "i32" }
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if glg_is_long(base) { return "i64" }
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if glg_is_flt(base) { return "float" }
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if glg_is_dbl(base) { return "double" }
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if base == "GLsync" { return "ptr" }
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if base == "void" { return "void" }
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return null
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}
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# the Ludic type it is bound as
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function glg_ludic_ty(base: pointer, star: int) -> pointer {
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if star > 0 or base == "GLsync" { return "pointer" }
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if glg_is_int(base) { return "int" }
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if glg_is_long(base) { return "long" }
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if glg_is_flt(base) or glg_is_dbl(base) { return "fixed" }
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if base == "void" { return "void" }
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return null
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}
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# the Ludic ABI type carrying an LLVM type across the extern boundary
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function glg_abi_ty(ct: pointer) -> pointer {
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if ct == "i64" { return "i64" }
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if ct == "ptr" { return "ptr" }
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if ct == "void" { return "void" }
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return "i32"
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}
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# ---- parameter names --------------------------------------------------------
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# A Ludic keyword or type name cannot label a parameter. glVertexAttribPointer's
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# `pointer` is a byte offset, so it says so rather than wearing a trailing _.
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function glg_reserved(n: pointer) -> bool {
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if glg_in(n, "program import property model enum ui namespace const var function extern handler entry") { return true }
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if glg_in(n, "event scene test phase query on cancellable public layer start") { return true }
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if glg_in(n, "let return if else while for in spawn despawn enable disable match machine state become where prefab") { return true }
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if glg_in(n, "and or not break continue new emit cancel try") { return true }
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if glg_in(n, "int long fixed countdown bool entity string pointer byte words fixeds pointers") { return true }
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if glg_in(n, "Vector IVec2 Rect void true false null") { return true }
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return false
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}
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function glg_pname(raw: pointer, i: int) -> pointer {
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var n = raw
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if slen(n) == 0 { n = `a{string(i)}` }
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n = glg_snake(n)
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if n == "pointer" { return "offset" }
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if n == "program" { return "prog" }
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if n == "start" { return "first" }
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if n == "string" { return "text" }
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if n == "layer" { return "level" }
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if glg_reserved(n) { return n + "_" }
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return n
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}
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# ---- one C declarator -> (base, star, name) ---------------------------------
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# glgen.py's ctype_of: count the stars, drop every `const`, split what is left.
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# Sets glg_t_base / glg_t_star / glg_t_name (Ludic has no tuple return).
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var glg_t_base: pointer = null
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var glg_t_star: int = 0
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var glg_t_name: pointer = null
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function glg_ctype_of(decl: pointer) -> void {
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let m = slen(decl)
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var star = 0
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var i = 0
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while i < m {
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if decl[i] == '*' { star += 1 }
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i += 1
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}
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# drop `const` (whole words) and turn '*' into a separator
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let b = sb_new()
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i = 0
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while i < m {
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if decl[i] == 'c' and i + 5 <= m and str_sub(decl, i, i + 5) == "const" {
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i += 5
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sb_putc(b, 32)
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} else {
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if decl[i] == '*' { sb_putc(b, 32) } else { sb_putc(b, decl[i]) }
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i += 1
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}
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}
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let flat = sb_str(b)
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# split on whitespace
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let parts = new []pointer
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let fn = slen(flat)
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var p = 0
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while p < fn {
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while p < fn and str_space(flat[p]) { p += 1 }
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if p >= fn { break }
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var q = p
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while q < fn and not str_space(flat[q]) { q += 1 }
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push(parts, str_sub(flat, p, q))
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p = q
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}
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glg_t_star = star
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if len(parts) == 0 { glg_t_base = ""; glg_t_name = ""; return }
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glg_t_base = parts[0]
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if len(parts) > 1 { glg_t_name = parts[1] } else { glg_t_name = "" }
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}
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# ---- constants --------------------------------------------------------------
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# `#define GL_NAME <0xHEX|-?DEC>[u|U|ull|ULL]` and nothing else on the line —
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# the shape glgen.py's regex accepted. Returns false when the line is not one.
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var glg_v_hex: bool = false
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var glg_v_digits: pointer = null # the numeric text, suffix stripped
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var glg_v_neg: bool = false
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function glg_num_of(tok: pointer) -> bool {
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let n = slen(tok)
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var i = 0
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glg_v_neg = false
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glg_v_hex = false
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if i < n and tok[i] == '-' { glg_v_neg = true; i += 1 }
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let numstart = i
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if i + 1 < n and tok[i] == '0' and tok[i + 1] == 'x' {
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if glg_v_neg { return false }
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glg_v_hex = true
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i += 2
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let ds = i
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while i < n and glg_hexdig(tok[i]) { i += 1 }
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if i == ds { return false }
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} else {
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let ds = i
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while i < n and glg_digit(tok[i]) { i += 1 }
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if i == ds { return false }
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}
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glg_v_digits = str_sub(tok, numstart, i)
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# what is left must be one of the accepted integer suffixes
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let suf = str_sub(tok, i, n)
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if suf == "" or suf == "u" or suf == "U" or suf == "ull" or suf == "ULL" { return true }
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return false
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}
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# accumulate hex digits into an i32: the wrap makes an 8-digit value with the top
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# bit set come out as the signed integer with those exact bits (glgen.py's v - 2^32).
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function glg_hex_i32(h: pointer) -> int {
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var v = 0
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var i = 0
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while i < slen(h) {
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let c = h[i]
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var d = 0
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if glg_digit(c) { d = c - '0' }
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if c >= 'a' and c <= 'f' { d = c - 'a' + 10 }
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if c >= 'A' and c <= 'F' { d = c - 'A' + 10 }
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v = v * 16 + d
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i += 1
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}
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return v
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}
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function glg_parse_define(line: pointer) -> void {
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let n = slen(line)
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if n < 8 { return }
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if str_sub(line, 0, 8) != "#define " { return }
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var i = 8
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while i < n and str_space(line[i]) { i += 1 }
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let ns = i
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while i < n and glg_namech(line[i]) { i += 1 }
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let name = str_sub(line, ns, i)
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if slen(name) < 4 { return }
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if str_sub(name, 0, 3) != "GL_" { return }
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# the name must be followed by whitespace (not '(' — that is a macro)
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if i >= n or not str_space(line[i]) { return }
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while i < n and str_space(line[i]) { i += 1 }
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let vs = i
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while i < n and not str_space(line[i]) { i += 1 }
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let tok = str_sub(line, vs, i)
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# trailing whitespace only
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while i < n and str_space(line[i]) { i += 1 }
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if i != n { return }
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if slen(tok) == 0 { return }
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# glgen.py skips the GL_VERSION_* feature macros and any repeated name
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if slen(name) >= 11 and str_sub(name, 0, 11) == "GL_VERSION_" { return }
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var k = 0
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while k < len(glg_cname) {
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if glg_cname[k] == name { return }
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k += 1
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}
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if not glg_num_of(tok) { return }
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# classify the width exactly as glgen.py did, but by digit count so a 64-bit
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# all-ones literal never has to be parsed into a signed 64-bit register.
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if glg_v_hex {
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var d = glg_v_digits
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var h = str_sub(d, 2, slen(d)) # drop the 0x
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var z = 0
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while z < slen(h) - 1 and h[z] == '0' { z += 1 }
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h = str_sub(h, z, slen(h))
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let hn = slen(h)
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if hn > 8 {
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push(glg_cname, name); push(glg_ctype, "long"); push(glg_cval, "-1")
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return
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}
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if hn == 8 and not (h[0] >= '0' and h[0] <= '7') {
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# 0x8… — the same bits as a negative i32; emit the signed decimal
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let v = glg_hex_i32(h)
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push(glg_cname, name); push(glg_ctype, "int"); push(glg_cval, string(v))
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return
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}
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push(glg_cname, name); push(glg_ctype, "int"); push(glg_cval, glg_v_digits)
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return
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}
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var lit = glg_v_digits
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if glg_v_neg { lit = "-" + lit }
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push(glg_cname, name); push(glg_ctype, "int"); push(glg_cval, lit)
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}
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# ---- entry points -----------------------------------------------------------
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# `GLAPI <ret> APIENTRY gl<Name> (<args>) …;` — every gl3.h declaration is on one
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# line, so a line scan matches what glgen.py's re.M regex did.
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function glg_parse_glapi(line: pointer) -> void {
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let n = slen(line)
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if n < 6 { return }
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if str_sub(line, 0, 6) != "GLAPI " { return }
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let ap = Text.index_of(line, " APIENTRY ")
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if ap < 0 { return }
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let ret = Text.trim(str_sub(line, 6, ap))
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var i = ap + 10
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while i < n and str_space(line[i]) { i += 1 }
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let ns = i
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while i < n and (glg_upper(line[i]) or glg_lower(line[i]) or glg_digit(line[i]) or line[i] == '_') { i += 1 }
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let fname = str_sub(line, ns, i)
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if slen(fname) < 3 { return }
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if str_sub(fname, 0, 2) != "gl" { return }
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while i < n and str_space(line[i]) { i += 1 }
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if i >= n or line[i] != '(' { return }
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let argstart = i + 1
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var depth = 1
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i += 1
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while i < n and depth > 0 {
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if line[i] == '(' { depth += 1 }
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if line[i] == ')' { depth -= 1 }
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if depth == 0 { break }
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i += 1
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}
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if depth != 0 { return }
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let args = str_sub(line, argstart, i)
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let bare = str_sub(fname, 2, slen(fname))
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var k = 0
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while k < len(glg_fname) {
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if glg_fname[k] == bare { return }
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k += 1
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}
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glg_ctype_of(ret)
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let rbase = glg_t_base
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let rstar = glg_t_star
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let poff = len(glg_ppbase)
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var pcnt = 0
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let at = Text.trim(args)
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if at != "void" and at != "" {
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# split the argument list on commas (no function-pointer args in gl3.h)
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let an = slen(args)
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var p = 0
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while p <= an {
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var q = p
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while q < an and args[q] != ',' { q += 1 }
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let one = str_sub(args, p, q)
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glg_ctype_of(one)
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push(glg_ppbase, glg_t_base)
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push(glg_ppstar, glg_t_star)
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push(glg_ppname, glg_t_name)
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pcnt += 1
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if q >= an { break }
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p = q + 1
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}
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}
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push(glg_fname, bare)
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push(glg_frbase, rbase)
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push(glg_frstar, rstar)
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push(glg_fpoff, poff)
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push(glg_fpcnt, pcnt)
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}
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function glg_parse(h: pointer) -> void {
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glg_cname = new []pointer; glg_ctype = new []pointer; glg_cval = new []pointer
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glg_fname = new []pointer; glg_frbase = new []pointer; glg_frstar = new []int
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glg_fpoff = new []int; glg_fpcnt = new []int
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glg_ppbase = new []pointer; glg_ppstar = new []int; glg_ppname = new []pointer
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let n = slen(h)
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var i = 0
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while i < n {
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var j = i
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while j < n and h[j] != 10 { j += 1 }
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let line = str_sub(h, i, j)
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if slen(line) > 0 {
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if line[0] == '#' { glg_parse_define(line) }
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if line[0] == 'G' { glg_parse_glapi(line) }
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}
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i = j + 1
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}
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}
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# ---- emit gl_api.ludic ------------------------------------------------------
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function glg_emit_ludic(path: pointer) -> bool {
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let b = sb_new()
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sb_puts(b, "# ============================================================================\n")
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sb_puts(b, "# gl_api.ludic — the OpenGL 4.1 core API, bound for Ludic. GENERATED by\n")
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sb_puts(b, "# `ludic-dev glgen` from the platform gl3.h: every entry point and every GL_* constant.\n")
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sb_puts(b, "# Do not edit by hand; regenerate. float/double parameters take `fixed`; the IR\n")
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sb_puts(b, "# thunks in runtime/native/gl.ll (also generated) convert at the C boundary.\n")
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sb_puts(b, "# ============================================================================\n")
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sb_puts(b, "\n")
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var i = 0
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while i < len(glg_cname) {
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sb_puts(b, `const {glg_cname[i]}: {glg_ctype[i]} = {glg_cval[i]}\n`)
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i += 1
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}
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sb_puts(b, "\n")
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i = 0
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while i < len(glg_fname) {
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let lname = "gl_" + glg_snake(glg_fname[i])
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let ps = sb_new()
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var p = 0
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while p < glg_fpcnt[i] {
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|
let ix = glg_fpoff[i] + p
|
|
if p > 0 { sb_puts(ps, ", ") }
|
|
let lt = glg_ludic_ty(glg_ppbase[ix], glg_ppstar[ix])
|
|
sb_puts(ps, `{glg_pname(glg_ppname[ix], p)}: {lt}`)
|
|
p += 1
|
|
}
|
|
let rt = glg_ludic_ty(glg_frbase[i], glg_frstar[i])
|
|
var rets = ""
|
|
if rt != "void" { rets = " -> " + rt }
|
|
sb_puts(b, `extern function {lname}({sb_str(ps)}){rets} = "lgl_{glg_fname[i]}"\n`)
|
|
i += 1
|
|
}
|
|
return write_file(path, sb_str(b))
|
|
}
|
|
|
|
# ---- emit gl_thunks.ll ------------------------------------------------------
|
|
function glg_emit_thunks(path: pointer) -> bool {
|
|
let b = sb_new()
|
|
sb_puts(b, "; ============================================================================\n")
|
|
sb_puts(b, "; gl_thunks.ll — one thunk per OpenGL 4.1 core entry point. GENERATED by\n")
|
|
sb_puts(b, "; `ludic-dev glgen` from gl3.h. Each @lgl_* takes the Ludic ABI (i32 / i64 / ptr,\n")
|
|
sb_puts(b, "; float and double as Q16.16 fixed) and calls the real gl* with exact C types.\n")
|
|
sb_puts(b, "; ============================================================================\n")
|
|
sb_puts(b, "\n")
|
|
var i = 0
|
|
while i < len(glg_fname) {
|
|
let cret = glg_ir_ty(glg_frbase[i], glg_frstar[i])
|
|
let ps = sb_new()
|
|
var p = 0
|
|
while p < glg_fpcnt[i] {
|
|
let ix = glg_fpoff[i] + p
|
|
if p > 0 { sb_puts(ps, ", ") }
|
|
sb_puts(ps, glg_ir_ty(glg_ppbase[ix], glg_ppstar[ix]))
|
|
p += 1
|
|
}
|
|
sb_puts(b, `declare {cret} @gl{glg_fname[i]}({sb_str(ps)})\n`)
|
|
i += 1
|
|
}
|
|
sb_puts(b, "\n")
|
|
i = 0
|
|
while i < len(glg_fname) {
|
|
let cret = glg_ir_ty(glg_frbase[i], glg_frstar[i])
|
|
let lret = glg_abi_ty(cret)
|
|
let sig = sb_new()
|
|
let body = sb_new()
|
|
let call = sb_new()
|
|
var p = 0
|
|
while p < glg_fpcnt[i] {
|
|
let ix = glg_fpoff[i] + p
|
|
let ct = glg_ir_ty(glg_ppbase[ix], glg_ppstar[ix])
|
|
let lt = glg_abi_ty(ct)
|
|
if p > 0 { sb_puts(sig, ", "); sb_puts(call, ", ") }
|
|
sb_puts(sig, `{lt} %a{string(p)}`)
|
|
if ct == lt {
|
|
sb_puts(call, `{ct} %a{string(p)}`)
|
|
} else {
|
|
if ct == "i8" or ct == "i16" {
|
|
sb_puts(body, ` %c{string(p)} = trunc i32 %a{string(p)} to {ct}\n`)
|
|
sb_puts(call, `{ct} %c{string(p)}`)
|
|
} else {
|
|
# float / double: the Ludic side passes Q16.16, so scale by 1/65536
|
|
sb_puts(body, ` %f{string(p)} = sitofp i32 %a{string(p)} to {ct}\n`)
|
|
sb_puts(body, ` %c{string(p)} = fmul {ct} %f{string(p)}, 0x3EF0000000000000\n`)
|
|
sb_puts(call, `{ct} %c{string(p)}`)
|
|
}
|
|
}
|
|
p += 1
|
|
}
|
|
sb_puts(b, `define {lret} @lgl_{glg_fname[i]}({sb_str(sig)}) `)
|
|
sb_puts(b, "{\n")
|
|
sb_puts(b, "entry:\n")
|
|
sb_puts(b, sb_str(body))
|
|
let invoke = `call {cret} @gl{glg_fname[i]}({sb_str(call)})`
|
|
if cret == "void" {
|
|
sb_puts(b, ` {invoke}\n`)
|
|
sb_puts(b, " ret void\n")
|
|
} else {
|
|
if cret == lret {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` ret {lret} %r\n`)
|
|
} else {
|
|
if cret == "i8" or cret == "i16" {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` %z = zext {cret} %r to i32\n`)
|
|
sb_puts(b, " ret i32 %z\n")
|
|
} else {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` %m = fmul {cret} %r, 65536.0\n`)
|
|
sb_puts(b, ` %z = fptosi {cret} %m to i32\n`)
|
|
sb_puts(b, " ret i32 %z\n")
|
|
}
|
|
}
|
|
}
|
|
sb_puts(b, "}\n")
|
|
i += 1
|
|
}
|
|
return write_file(path, sb_str(b))
|
|
}
|
|
|
|
# ---- the task ---------------------------------------------------------------
|
|
# `ludic-dev glgen` rewrites the two tracked outputs; `--check` regenerates into
|
|
# scratch files and compares, so the guard judges the working tree, not git HEAD.
|
|
function cmd_glgen() -> int {
|
|
let check = arg_count() > 2 and arg(2) == "--check"
|
|
let sdk = Text.trim(capture("xcrun --show-sdk-path"))
|
|
if sdk == "" { err("glgen: no macOS SDK (xcrun --show-sdk-path)\n"); return 1 }
|
|
let hpath = `{sdk}/System/Library/Frameworks/OpenGL.framework/Headers/gl3.h`
|
|
let h = read_file(hpath)
|
|
if h == null { err(`glgen: cannot read {hpath}\n`); return 1 }
|
|
glg_parse(h)
|
|
if len(glg_fname) == 0 { err("glgen: no GLAPI declarations found\n"); return 1 }
|
|
|
|
# every type in the header must be one this generator knows how to bind
|
|
var i = 0
|
|
while i < len(glg_fname) {
|
|
if glg_ir_ty(glg_frbase[i], glg_frstar[i]) == null or glg_ludic_ty(glg_frbase[i], glg_frstar[i]) == null {
|
|
err(`glgen: unknown return type {glg_frbase[i]} on gl{glg_fname[i]}\n`); return 1
|
|
}
|
|
var p = 0
|
|
while p < glg_fpcnt[i] {
|
|
let ix = glg_fpoff[i] + p
|
|
if glg_ir_ty(glg_ppbase[ix], glg_ppstar[ix]) == null or glg_ludic_ty(glg_ppbase[ix], glg_ppstar[ix]) == null {
|
|
err(`glgen: unknown parameter type {glg_ppbase[ix]} on gl{glg_fname[i]}\n`); return 1
|
|
}
|
|
p += 1
|
|
}
|
|
i += 1
|
|
}
|
|
|
|
var api_out = "runtime/native/gl_api.ludic"
|
|
var thunk_out = "runtime/native/gl_thunks.ll"
|
|
var win_out = "runtime/native/gl_thunks_win.ll"
|
|
if check { api_out = tmp_path("gl_api.ludic"); thunk_out = tmp_path("gl_thunks.ll"); win_out = tmp_path("gl_thunks_win.ll") }
|
|
if not glg_emit_ludic(api_out) { err("glgen: cannot write gl_api.ludic\n"); return 1 }
|
|
if not glg_emit_thunks(thunk_out) { err("glgen: cannot write gl_thunks.ll\n"); return 1 }
|
|
if not glg_emit_thunks_win(win_out) { err("glgen: cannot write gl_thunks_win.ll\n"); return 1 }
|
|
if check {
|
|
if not shq(`cmp -s {api_out} runtime/native/gl_api.ludic`) { err("gl_api.ludic drifted from gl3.h (run: ludic-dev glgen)\n"); return 1 }
|
|
if not shq(`cmp -s {thunk_out} runtime/native/gl_thunks.ll`) { err("gl_thunks.ll drifted from gl3.h (run: ludic-dev glgen)\n"); return 1 }
|
|
if not shq(`cmp -s {win_out} runtime/native/gl_thunks_win.ll`) { err("gl_thunks_win.ll drifted from gl3.h (run: ludic-dev glgen)\n"); return 1 }
|
|
}
|
|
print(`OK {string(len(glg_cname))} constants, {string(len(glg_fname))} entry points`)
|
|
return 0
|
|
}
|
|
|
|
# ---- emit gl_thunks_win.ll --------------------------------------------------
|
|
# The Windows thunks. Same Ludic ABI and the same conversions as gl_thunks.ll, but
|
|
# no thunk names a gl* symbol: opengl32.dll exports only OpenGL 1.1, and every later
|
|
# entry point belongs to the driver, reachable only through wglGetProcAddress while
|
|
# a context is current. So each thunk calls through @lgl_p_<name>, and
|
|
# @lgl_win_load (called by gl_win.ll once its 4.1 core context is current) fills
|
|
# the table - from the driver first, then from opengl32.dll for the 1.1 functions,
|
|
# which wglGetProcAddress does not return.
|
|
function glg_emit_thunks_win(path: pointer) -> bool {
|
|
let b = sb_new()
|
|
sb_puts(b, "; ============================================================================\n")
|
|
sb_puts(b, "; gl_thunks_win.ll — one thunk per OpenGL 4.1 core entry point, for Windows.\n")
|
|
sb_puts(b, "; GENERATED by `ludic-dev glgen` from gl3.h. The thunks of gl_thunks.ll, calling\n")
|
|
sb_puts(b, "; through @lgl_p_* pointers that @lgl_win_load fills from the current context.\n")
|
|
sb_puts(b, "; ============================================================================\n")
|
|
sb_puts(b, "\n")
|
|
sb_puts(b, "declare ptr @wglGetProcAddress(ptr)\n")
|
|
sb_puts(b, "declare ptr @LoadLibraryA(ptr)\n")
|
|
sb_puts(b, "declare ptr @GetProcAddress(ptr, ptr)\n")
|
|
sb_puts(b, "@.lgl_dll = private unnamed_addr constant [13 x i8] c\"opengl32.dll\\00\"\n")
|
|
var i = 0
|
|
while i < len(glg_fname) {
|
|
let nm = glg_fname[i]
|
|
sb_puts(b, `@lgl_p_{nm} = internal global ptr null\n`)
|
|
sb_puts(b, `@.lgl_n_{nm} = private unnamed_addr constant [{string(len(nm) + 3)} x i8] c"gl{nm}\\00"\n`)
|
|
i += 1
|
|
}
|
|
sb_puts(b, "\n")
|
|
i = 0
|
|
while i < len(glg_fname) {
|
|
let cret = glg_ir_ty(glg_frbase[i], glg_frstar[i])
|
|
let lret = glg_abi_ty(cret)
|
|
let sig = sb_new()
|
|
let body = sb_new()
|
|
let call = sb_new()
|
|
var p = 0
|
|
while p < glg_fpcnt[i] {
|
|
let ix = glg_fpoff[i] + p
|
|
let ct = glg_ir_ty(glg_ppbase[ix], glg_ppstar[ix])
|
|
let lt = glg_abi_ty(ct)
|
|
if p > 0 { sb_puts(sig, ", "); sb_puts(call, ", ") }
|
|
sb_puts(sig, `{lt} %a{string(p)}`)
|
|
if ct == lt {
|
|
sb_puts(call, `{ct} %a{string(p)}`)
|
|
} else {
|
|
if ct == "i8" or ct == "i16" {
|
|
sb_puts(body, ` %c{string(p)} = trunc i32 %a{string(p)} to {ct}\n`)
|
|
sb_puts(call, `{ct} %c{string(p)}`)
|
|
} else {
|
|
sb_puts(body, ` %f{string(p)} = sitofp i32 %a{string(p)} to {ct}\n`)
|
|
sb_puts(body, ` %c{string(p)} = fmul {ct} %f{string(p)}, 0x3EF0000000000000\n`)
|
|
sb_puts(call, `{ct} %c{string(p)}`)
|
|
}
|
|
}
|
|
p += 1
|
|
}
|
|
sb_puts(b, `define {lret} @lgl_{glg_fname[i]}({sb_str(sig)}) `)
|
|
sb_puts(b, "{\n")
|
|
sb_puts(b, "entry:\n")
|
|
sb_puts(b, ` %fp = load ptr, ptr @lgl_p_{glg_fname[i]}\n`)
|
|
sb_puts(b, sb_str(body))
|
|
let invoke = `call {cret} %fp({sb_str(call)})`
|
|
if cret == "void" {
|
|
sb_puts(b, ` {invoke}\n`)
|
|
sb_puts(b, " ret void\n")
|
|
} else {
|
|
if cret == lret {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` ret {lret} %r\n`)
|
|
} else {
|
|
if cret == "i8" or cret == "i16" {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` %z = zext {cret} %r to i32\n`)
|
|
sb_puts(b, " ret i32 %z\n")
|
|
} else {
|
|
sb_puts(b, ` %r = {invoke}\n`)
|
|
sb_puts(b, ` %m = fmul {cret} %r, 65536.0\n`)
|
|
sb_puts(b, ` %z = fptosi {cret} %m to i32\n`)
|
|
sb_puts(b, " ret i32 %z\n")
|
|
}
|
|
}
|
|
}
|
|
sb_puts(b, "}\n")
|
|
i += 1
|
|
}
|
|
|
|
# the loader: wglGetProcAddress returns 0, 1, 2, 3 or -1 for a name it does not
|
|
# know (drivers differ), and never answers for a 1.1 function; both fall back to
|
|
# opengl32.dll's own export. Returns how many names are still unresolved.
|
|
sb_puts(b, "\ndefine i32 @lgl_win_load() {\n")
|
|
sb_puts(b, "entry:\n %dll = call ptr @LoadLibraryA(ptr @.lgl_dll)\n br label %f0\n")
|
|
i = 0
|
|
while i < len(glg_fname) {
|
|
let nm = glg_fname[i]
|
|
let k = string(i)
|
|
sb_puts(b, `f{k}:\n %m{k} = phi i32 [ {glg_load_in(i)} ]\n`)
|
|
sb_puts(b, ` %w{k} = call ptr @wglGetProcAddress(ptr @.lgl_n_{nm})\n`)
|
|
sb_puts(b, ` %wi{k} = ptrtoint ptr %w{k} to i64\n %wa{k} = add i64 %wi{k}, 1\n %bad{k} = icmp ult i64 %wa{k}, 5\n`)
|
|
sb_puts(b, ` br i1 %bad{k}, label %g{k}, label %s{k}\n`)
|
|
sb_puts(b, `g{k}:\n %e{k} = call ptr @GetProcAddress(ptr %dll, ptr @.lgl_n_{nm})\n br label %s{k}\n`)
|
|
sb_puts(b, `s{k}:\n %p{k} = phi ptr [ %w{k}, %f{k} ], [ %e{k}, %g{k} ]\n store ptr %p{k}, ptr @lgl_p_{nm}\n`)
|
|
sb_puts(b, ` %u{k} = icmp eq ptr %p{k}, null\n %ui{k} = zext i1 %u{k} to i32\n %m{string(i + 1)}x = add i32 %m{k}, %ui{k}\n`)
|
|
sb_puts(b, ` br label %f{string(i + 1)}\n`)
|
|
i += 1
|
|
}
|
|
let n = string(len(glg_fname))
|
|
sb_puts(b, `f{n}:\n %m{n} = phi i32 [ %m{n}x, %s{glg_prev_idx(len(glg_fname))} ]\n ret i32 %m{n}\n`)
|
|
sb_puts(b, "}\n")
|
|
return write_file(path, sb_str(b))
|
|
}
|
|
|
|
# the loader's blocks: f0 is entered only from `entry` with a count of 0, every
|
|
# later fN only from s(N-1), carrying the count that block computed
|
|
function glg_load_in(i: int) -> pointer {
|
|
if i == 0 { return "0, %entry" }
|
|
return `%m{string(i)}x, %s{string(i - 1)}`
|
|
}
|
|
function glg_prev_idx(i: int) -> pointer {
|
|
if i == 0 { return "0" }
|
|
return string(i - 1)
|
|
}
|