ludic/selfhost/backend/emit_intrin.ludic
Orkuncakilkaya ce5bf0fe0e feat(pack): asset packs, so a built game is a thing you can hand someone
A Ludic game opened its assets by a path relative to the working directory, so
`build/mygame` ran only from the project root and there was nothing to give
anyone but "the binary, and also this whole tree". A game is not one file, but
shipping it has to be.

`ludic pack` writes a .lpak: a header, a name-sorted entry table, a name heap
and the blobs, 16-byte aligned. Entries are stored rather than compressed - PNG,
JPEG and glTF binary arrive compressed already, and a decompressor on the load
path would spend CPU to make the file no smaller.

The reader is spliced into the compiler at the one place every asset in a Ludic
program comes through: file_open. gltf_load, tex_load, Audio.load, Fs.read_text
and the renderer's own shader loads all bottom out there, so routing it through
@lp_pak_open reaches every one of them without any of them knowing. A read of a
packed path becomes an fmemopen over the mapped bytes; everything else is the
fopen it always was. Fs.exists and Fs.size consult the packs too, so a game that
guards a load with Fs.exists keeps finding its assets once they are packed.

The pack is mmap'd rather than read: 165 MB of textures costs one syscall at
boot and pages in only what is touched. @lp_pak_boot runs from
@llvm.global_ctors, before main, so a pack is mounted before the game's first
line - and it reads packs.index, a plain list, so the mount order is explicit
and a later pack shadows an earlier one.

Without a packs.index nothing mounts and every open goes to the filesystem
exactly as before, which is every `ludic run` during development. Packing is a
shipping step and is invisible until you ship.

The compiler reproduces itself byte-exactly and the C-free bootstrap from the
seed still holds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:37:23 +03:00

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# emit_intrin.ludic — the low-level intrinsics the self-host source uses, each
# lowered to the same libc/inline IR the C backend emits. Returns a Val via
# g_intrin_val and sets g_intrin_ok when `name` was an intrinsic.
var g_intrin_ok: bool = false
# is `name` a low-level intrinsic? A pure name check, so it can gate dispatch
# without evaluating arguments (which could clobber shared state).
function is_intrinsic(name: pointer) -> bool {
if (name == "resize") { return true }
if (name == "file_open") or (name == "file_read") or (name == "file_write") { return true }
if (name == "file_seek") or (name == "file_tell") or (name == "file_close") { return true }
if (name == "arg_count") or (name == "arg") or (name == "exit") { return true }
if (name == "file_stderr") or (name == "file_stdout") { return true }
if (name == "run") or (name == "getenv") { return true }
if (name == "world_despawn") { return true } # #84 — despawn an entity by id from a system
return false
}
# emit " <r> = <rest>\n" and return r
function emit_bind(rest: pointer) -> pointer { let r = nreg(); emit(" "); emit(r); emit(" = "); emit(rest); emit("\n"); return r }
function arg_code(e: Node, i: int) -> pointer { let v = emit_expr(e.kids[i]); return v.code }
function emit_intrinsic(name: pointer, e: Node) -> Val {
g_intrin_ok = true
# ptr_null / ptr_is_null are the `null` literal and `x == null` now.
# mem_alloc is bytes(n) / words(n) now (see emit_call).
if (name == "resize") {
let p = arg_code(e, 0); let n = arg_code(e, 1)
let w = emit_bind(`zext i32 {n} to i64`)
return val(emit_bind(`call ptr @realloc(ptr {p}, i64 {w})`), "pointer")
}
# Every asset a Ludic program loads arrives through here — gltf_load, tex_load,
# Audio.load, Fs.read_text and the renderer's own shader loads all bottom out at
# file_open — so this one call is where a shipped game's asset pack is spliced
# in. @lp_pak_open serves the bytes from a mounted pack when the path is in one
# and falls through to @fopen when it is not, which is every open during
# development. See selfhost/backend/stdlib/emit_pak.ludic.
if (name == "file_open") {
use_pak()
let p = arg_code(e, 0); let m = arg_code(e, 1)
return val(emit_bind(`call ptr @lp_pak_open(ptr {p}, ptr {m})`), "pointer")
}
if (name == "file_read") or (name == "file_write") {
let f = arg_code(e, 0); let b = arg_code(e, 1); let n = arg_code(e, 2)
let w = emit_bind(`zext i32 {n} to i64`)
var fn2 = "@fread"
if (name == "file_write") { fn2 = "@fwrite" }
let r = emit_bind(`call i64 {fn2}(ptr {b}, i64 1, i64 {w}, ptr {f})`)
return val(emit_bind(`trunc i64 {r} to i32`), "int")
}
if (name == "file_seek") {
let f = arg_code(e, 0); let off = arg_code(e, 1); let wh = arg_code(e, 2)
let o = emit_bind(`sext i32 {off} to i64`)
return val(emit_bind(`call i32 @fseek(ptr {f}, i64 {o}, i32 {wh})`), "int")
}
if (name == "file_tell") {
let f = arg_code(e, 0)
let r = emit_bind(`call i64 @ftell(ptr {f})`)
return val(emit_bind(`trunc i64 {r} to i32`), "int")
}
if (name == "file_close") {
let f = arg_code(e, 0)
emit(" call i32 @fclose(ptr "); emit(f); emit(")\n")
return val("0", "void")
}
# #84 — despawn an entity by id (runs its @OnDespawn hooks + frees the slot),
# callable from a system (esys_bounds kill) or as World.despawn(e). The helper
# @fn_world_despawn is emitted with the ECS defs when g_uses_world_despawn.
if (name == "world_despawn") {
g_uses_world_despawn = true # emit @fn_world_despawn in the tail (after all uses seen)
let ent = arg_code(e, 0)
emit(" call void @fn_world_despawn(i32 "); emit(ent); emit(")\n")
return val("0", "void")
}
# print_str / print_int are the polymorphic `print(x)` builtin now (emit_call).
if (name == "arg_count") { return val(emit_bind("load i32, ptr @L_argc"), "int") }
if (name == "arg") {
let i = arg_code(e, 0)
let v = emit_bind("load ptr, ptr @L_argv")
let q = emit_bind(`getelementptr ptr, ptr {v}, i32 {i}`)
return val(emit_bind(`load ptr, ptr {q}`), "string")
}
if (name == "exit") {
let n = arg_code(e, 0)
emit(" call void @exit(i32 "); emit(n); emit(")\n")
emit(" unreachable\n")
g_term = true
return val("0", "void")
}
if (name == "file_stderr") { return val(emit_bind("load ptr, ptr @__stderrp"), "pointer") }
if (name == "file_stdout") { return val(emit_bind("load ptr, ptr @__stdoutp"), "pointer") }
if (name == "run") {
let c = arg_code(e, 0)
return val(emit_bind(`call i32 @system(ptr {c})`), "int")
}
if (name == "getenv") {
let n = arg_code(e, 0)
return val(emit_bind(`call ptr @getenv(ptr {n})`), "string")
}
# bitwise ops are the operators & | ^ << >> ~ now (see emit_bin / p_mul).
# peek32 / poke32 are `words` indexing now: w[i] and w[i] = v (see emit_index_addr).
g_intrin_ok = false
return val("0", "void")
}