ludic/selfhost/emit_decl.ludic
Orkuncakilkaya 985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00

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# emit_decl.ludic — functions, main, and the whole-program driver. A function's
# body is built into a scratch buffer so entry-block allocas can be spliced in
# ahead of it (see emit_alloca). Returns go through a %retval slot + `ret` label.
fn emit_params_sig(d: Node) -> void {
let i = 0
while i < len(d.kids) {
if i > 0 { emit(", ") }
emit(llty(d.kids[i].ty)) emit(" %arg_") emit(d.kids[i].s)
i = i + 1
}
}
fn emit_fn(d: Node) -> void {
ll_t = 0 ll_lbl = 0 g_term = false loc_reset() nloop = 0
ret_ty = d.ty
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
let rl = llty(ret_ty)
if not streq(rl, "void") { buf_puts(falloc, " %retval = alloca ") buf_puts(falloc, rl) buf_puts(falloc, "\n") }
# params: store each incoming argument into a stack slot
let i = 0
while i < len(d.kids) {
let p = d.kids[i]
let slot = emit_alloca(llty(p.ty))
emit(" store ") emit(llty(p.ty)) emit(" %arg_") emit(p.s) emit(", ptr ") emit(slot) emit("\n")
loc_push(p.s, slot, p.ty)
i = i + 1
}
emit_block(d.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n")
if streq(rl, "void") { emit(" ret void\n") }
else { let r = emit_bind(sconcat("load ", sconcat(rl, ", ptr %retval"))) emit(" ret ") emit(rl) emit(" ") emit(r) emit("\n") }
code = saved
emit("define ") emit(rl) emit(" @fn_") emit(d.s) emit("(") emit_params_sig(d) emit(") {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
fn emit_main(d: Node) -> void {
ll_t = 0 ll_lbl = 0 g_term = false loc_reset() nloop = 0
ret_ty = "int"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
buf_puts(falloc, " %retval = alloca i32\n")
emit(" store i32 %argc, ptr @L_argc\n")
emit(" store ptr %argv, ptr @L_argv\n")
emit(" store i32 0, ptr %retval\n")
emit_block(d.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n")
let r = emit_bind("load i32, ptr %retval")
emit(" ret i32 ") emit(r) emit("\n")
code = saved
emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n")
}
fn emit_program() -> void {
head = buf_new()
code = buf_new()
loc_name = new []ptr loc_reg = new []ptr loc_ty = new []ptr
brk_lbl = new []ptr cnt_lbl = new []ptr
self_stk = new []ptr
mach_stk = new []Node
emit_header()
if has_ecs() { emit_ecs_storage() }
let i = 0
while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) } i = i + 1 }
if has_ecs() { emit_ecs_allocator() emit_snapshot() }
if has_ui() { emit_ui_build() }
if has_systems() { emit_game_main() }
else {
i = 0
while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) } i = i + 1 }
}
}
# Flush the emitted IR. With a null path it goes to stdout (the pipe the shell
# drivers read); with a path it is written to that file so ludicc can hand it to
# clang itself.
fn ir_flush(path: ptr) -> bool {
let h = buf_str(head)
let c = buf_str(code)
if ptr_is_null(path) {
print_str(h)
print_str(c)
return true
}
let f = file_open(path, "wb")
if ptr_is_null(f) { return false }
file_write(f, h, slen(h))
file_write(f, c, slen(c))
file_close(f)
return true
}