Every pool thread runs the worker at once with the same states, so a mut state in a worker was a race nothing reported. check_worker_ref refuses a worker whose leading states include a mut one; threads.ludic's total moves into the words the worker is handed, under the mutex. The seeds are regenerated (ludic-dev reseed). ludic-dev test 305 passed, selfhost-test 33 passed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
195 lines
6.6 KiB
Text
195 lines
6.6 KiB
Text
# emit_fnval.ludic — L2: functions as values. A function type is written `fn(int, float) -> bool`
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# and carried as the text "fn(int,float)->bool" (ptype normalises it); its value is the function's
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# address, `fn name` takes one, and a call through anything of a function type is an indirect call.
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function is_fn_type(t: pointer) -> bool {
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if t == null { return false }
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return len(t) > 3 and t[0] == 'f' and t[1] == 'n' and t[2] == '('
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}
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# the function type of a declared function, in ptype's own spelling
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# 0.S: a function value is the function with its leading states supplied (state.ludic), so its
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# type leaves them out
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function fn_sig_of(d: Node) -> pointer {
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var out = "fn("
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var i = state_lead(d)
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let first = i
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while i < len(d.kids) {
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if i > first { out = out + "," }
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out = out + d.kids[i].ty
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i += 1
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}
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var r = d.ty
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if r == null { r = "void" }
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return out + ")->" + r
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}
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# the parameter types of a function type: split at its top-level commas (a parameter may be a
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# function type itself, whose commas are inside its own parentheses)
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function fn_ty_params(t: pointer) -> []pointer {
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let out = new []pointer
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var depth = 0
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var start = 3
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var i = 3
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while t[i] != 0 {
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let c = t[i]
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if c == '(' { depth += 1 }
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if c == ')' {
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if depth == 0 {
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if i > start { push(out, t[start..i]) }
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return out
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}
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depth -= 1
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}
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if c == ',' and depth == 0 {
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push(out, t[start..i])
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start = i + 1
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}
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i += 1
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}
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return out
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}
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# the result type: everything after the ")->" that closes the parameters
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function fn_ty_ret(t: pointer) -> pointer {
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var depth = 0
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var i = 3
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while t[i] != 0 {
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if t[i] == '(' { depth += 1 }
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if t[i] == ')' {
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if depth == 0 { return t[i + 3..len(t)] }
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depth -= 1
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}
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i += 1
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}
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return "void"
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}
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# `fn name`: the function's address, typed by its signature
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function emit_fnref(e: Node) -> Val {
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let d = find_fn(e.s)
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if d == null { perr(`fn {e.s}: no function called {e.s}`) }
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vis_check(d, e.s)
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if state_lead(d) > 0 { return val(emit_inj_thunk(d), fn_sig_of(d)) }
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return val(`@fn_{e.s}`, fn_sig_of(d))
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}
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# how many of a function's parameters, from the first, are states
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function state_lead(d: Node) -> int {
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var n = 0
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while n < len(d.kids) and d.kids[n].kind == N_PARAM and is_state_ty(d.kids[n].ty) { n += 1 }
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return n
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}
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# @fn_<name>$inj: the function with its leading states loaded from their instances - what a
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# function value of it calls, so whoever calls the value (a system runner, a port, a package)
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# supplies none of them. Written once per function, beside the rest.
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var g_inj_done: []pointer = new []pointer
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function emit_inj_thunk(d: Node) -> pointer {
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let name = `@fn_{d.s}$inj`
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var i = 0
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while i < len(g_inj_done) {
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if (g_inj_done[i] == d.s) { return name }
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i += 1
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}
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push(g_inj_done, d.s)
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let k = state_lead(d)
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var rt = "void"
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if d.ty != null { rt = llty(d.ty) }
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var params = ""
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var args = ""
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var body = ""
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i = 0
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while i < len(d.kids) {
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let p = d.kids[i]
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if i < k {
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body = body + ` %s{itoa(i)} = load ptr, ptr @g_state${p.ty}\n`
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if len(args) > 0 { args = args + ", " }
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args = args + `ptr %s{itoa(i)}`
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} else {
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if len(params) > 0 { params = params + ", " }
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params = params + `{llty(p.ty)} %p{itoa(i)}`
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if len(args) > 0 { args = args + ", " }
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args = args + `{llty(p.ty)} %p{itoa(i)}`
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}
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i += 1
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}
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var call = ` call {rt} @fn_{d.s}({args})\n ret void\n`
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if not (rt == "void") { call = ` %r = call {rt} @fn_{d.s}({args})\n ret {rt} %r\n` }
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emith(`define {rt} {name}({params}) {{\nentry:\n{body}{call}}}\n\n`)
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return name
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}
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# the symbol a call the compiler writes by name reaches: the function, or its thunk when it takes
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# states (an engine system, a runtime hook) - the runtime's side of an entry point
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function fn_sym(name: pointer) -> pointer {
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let d = find_fn(name)
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if d != null and state_lead(d) > 0 { return emit_inj_thunk(d) }
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return `@fn_{name}`
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}
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# a call through a value of a function type
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function emit_indirect_call(fv: Val, e: Node) -> Val {
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let ptys = fn_ty_params(fv.ty)
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let ret = fn_ty_ret(fv.ty)
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if len(e.kids) != len(ptys) { perr(`a {fv.ty} takes {itoa(len(ptys))} argument(s), and this call gives {itoa(len(e.kids))}`) }
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let args = new []pointer
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var i = 0
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while i < len(e.kids) {
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let v = emit_expr(e.kids[i])
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push(args, coerce_code(v, ptys[i]))
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i += 1
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}
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let rl = llty(ret)
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emit(" ")
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var rreg: pointer = "0"
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if not (rl == "void") {
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rreg = nreg()
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emit(rreg)
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emit(" = ")
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}
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emit(`call {rl} {fv.code}(`)
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i = 0
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while i < len(args) {
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if i > 0 { emit(", ") }
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emit(`{llty(ptys[i])} {args[i]}`)
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i += 1
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}
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emit(")\n")
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return val(rreg, ret)
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}
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# a callee that is a value rather than a name: a local, a global, a field or an element of a
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# function type. null when the callee names a function (or a namespace) the ordinary way.
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function callee_value(e: Node) -> Val {
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let c = e.a
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if c.kind == E_ID {
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let li = loc_find(c.s)
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if li >= 0 and is_fn_type(loc_ty[li]) { return emit_expr(c) }
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if li < 0 {
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let g = find_global(c.s)
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if g != null and is_fn_type(g.ty) { return emit_expr(c) }
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}
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return null
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}
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if c.kind == E_MEMBER {
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# `obj.field(...)`: obj is a local or a global, never a namespace; a field that is not a
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# function leaves the call to the ordinary path (loading it had no side effect)
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if c.a.kind == E_ID and loc_find(c.a.s) < 0 and find_global(c.a.s) == null { return null }
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let mv = emit_expr(c)
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if is_fn_type(mv.ty) { return mv }
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return null
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}
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let v = emit_expr(c)
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if not is_fn_type(v.ty) { perr(`a {v.ty} is not a function and cannot be called`) }
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return v
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}
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# Job.parallel_for runs its worker on OS threads that call it as void(i32, ptr)
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function check_worker_ref(e: Node) -> void {
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if e.kind != E_FNREF { return }
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let d = find_fn(e.s)
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if d == null { return }
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# the thread calls it as void(i32, ptr): any pointer-sized context will do (words, a record)
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let s = state_lead(d) # its states come from the thunk
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var ok = len(d.kids) == s + 2 and llty(d.ty) == "void"
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if ok { ok = llty(d.kids[s].ty) == "i32" and llty(d.kids[s + 1].ty) == "ptr" }
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if not ok { perr(`fn {e.s}: a worker function takes (i: int, ctx: pointer) and returns nothing`) }
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# every thread runs it at once: a state it is handed is read by all of them, so none may change one
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var k = 0
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while k < s {
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let p = d.kids[k]
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if p.uns == 1 { perr(`fn {e.s}: a worker runs on every core at once, so it may read {p.ty} but not change it ({p.s}: mut {p.ty}); write results into ctx, shared counts through Sync.add`) }
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k += 1
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}
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}
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