ludic/tools/ludic-cli/build.ludic
Orkuncakilkaya 208cad7ca1 feat(vk): Vk.* - Vulkan 1.0-1.4 generated from the registry, loaded at run time
ludic-dev vkgen reads vk.xml into runtime/native/vk_api.ludic (constants, every struct's
<Struct>_sizeof and <Struct>_<field> offsets, one extern per command) and vk_thunks.ll.
Every size and offset was compiled against the SDK's C headers; `ludic-dev test` checks the
tracked files against the registry wherever the Vulkan SDK is installed.

vk_win.ll (vulkan-1.dll) and vk_mac.ll (libvulkan.1.dylib, MoltenVK) open the loader at run
time, so a program built with Vk.* starts on a machine without Vulkan. ludicc and ludic
build link both for any program that uses Vk.*. The seeds are regenerated for the new
compiler.

vk_probe reports what a machine's Vulkan can do; vk_compute dispatches a Slang compute
shader and reads the picture back, clean under the validation layer on an RTX 3070 Ti and
on an M4 Pro through MoltenVK.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 09:52:12 +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")
let ll = `{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} {src} -o {out}`)
}
if mode == 2 {
if not shq(`{ludicc()} --headless {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)}{pbf} -o {out}`) { return false }
if not save { shell(`rm -f {ll}`) }
return true
}
if not shq(`{ludicc()} --windowed {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)}{pbf} -o {out}`) { return false }
if not save { shell(`rm -f {ll}`) }
return true
}
# 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`
}
# 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
}